• Question

Hey

Sorry for the disturbance. I've two quick questions. If you don't want to answer, no problem. But it would help me a lot (im a new gamedev).

You have in this video of your game (Rise & Shine | PC Gameplay & First Impressions - YouTube) at around 8 minutes a death animation. The head is rolling down the ground belong the collider. Is the death animation really an animation? Or is the skrull an own gameobject with physics and the other things particles or something?

I have the same problem in my game, where I have a death animation. But this animation is animated in spine completly (with transistion and rotation). So the gameobject stays on the place where he died and the animation will transition like he's done. The problem here is, that the body of the character will be in the air, if the ground is uneven because the pivot of the gameobject still on the same position as the animation started.

And the other question: Did you animate all the stuff? Like the electic particles on the defect electric mast or the signal signs (text on buldings) which turn on/off the lights. Maybe you have an advice for me, i'm developing for mobile and doesn't know yet the impact on performance.

Thanks for your help!

Greetings

Simon

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Hey Simon,

About the skull, the only death animation that I made in Spine is the electrocution bit. Then, at the end of that animation there is a flash and then the programmers delete the character and change it for the ash particles and the skull with their own physics.

Also, particles are not animated with Spine, but directly on Unity, the engine we use.

Hope I've been of some help!
-Enrique.

Hi Enrique

Yep, thanks for your clarification.