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Pocket Door Animation help [opinion needed X/]

Jeea

Member

Hello... I'd like to ask of your opinion on this sort of door scrolling graphic... (kinda new at this posting thing, so, apologies if i did ask this on the wrong place...)

I'm implementing a door system, a factor of a chase system, and I find swing doors on sides to be tasky.. which lead me to making pocket doors instead.

The thing is- i don't know what looks best when the door is opened or closed.

These are two pictures which in case a, door is being hidden as it is opened. And in case b, door floats through the wall on appearance as it slides.
h3UyBB.gif

If you have better Ideas on how this door appears as it opens/closes, please do tell! I'm open to suggestions, including my mapping... Thank you very much ! :rock: :D
 
I've always had trouble doing things on the side walls to be honest. As far as doors go, having an actual gap in the grey border could help (I know there wouldn't be one, but it's cutaway anyway). So when the door moves a clear gap is shown that you can walk into.
 

Jeea

Member

I think I got what your point is. It would make things easier for the players to see that the door has been unlocked... I'll try to work with it.. Thanks, and nice opinion :D why didn't I think of that XD..
 
I think you can better communicate the walkable area; I'd modify the light on the other side of the door so it darkens when the door is closed and lightens when it opens.

I know that most top-down games communicate side entrances with gaps that lead into the corridor, perhaps keep the door as it is but extend the graphic of the grey wall to the left, fading out?
 

Jeea

Member

Xilef":2pmz2eiu said:
I think you can better communicate the walkable area; I'd modify the light on the other side of the door so it darkens when the door is closed and lightens when it opens.

I like that... I can try to do this one, it gives out a good door effect..

Xilef":2pmz2eiu said:
I know that most top-down games communicate side entrances with gaps that lead into the corridor, perhaps keep the door as it is but extend the graphic of the grey wall to the left, fading out?

I'll keep that in mind next time, though for this case, the corridor I made extends towards north. I've considered thickening the wall autotile, but I'm gonna hafta change the autotile for that. I would, but I already like the autotile I made. Thanks for the Ideas anyways :)
 
Jeea":27v3zr4y said:
I'll keep that in mind next time, though for this case, the corridor I made extends towards north. I've considered thickening the wall autotile, but I'm gonna hafta change the autotile for that. I would, but I already like the autotile I made. Thanks for the Ideas anyways :)
In that case maybe have a darkened area showing that it is a corridor? Communication is important when things are ambiguous.

I have played a lot of RPG Maker games where it was not obvious that the edge of the screen would warp me somewhere and a lot of games resolve to massive red arrows (Which is silly), these problems can be avoided if you just better describe where it is going (So in the case of forest paths, starting a short dirt-path that leads off the screen communicates that it's a walkable direction).

You already have part of the floor drawn, try extending it a small amount to show it extends to the north and see if you like that.

The main problem my eyes are having with the gifs you made is that it looks like it's still a wall, doesn't look like a sliding door just looks like a wall is changing colour
 

Jeea

Member

Xilef":l97i8k5n said:
In that case maybe have a darkened area showing that it is a corridor? Communication is important when things are ambiguous.

You already have part of the floor drawn, try extending it a small amount to show it extends to the north and see if you like that.
Would be nice, but I'd like players to be restricted with the knowledge of what's on the next room. I'm making some gory rooms as well, save some for the jumpscares.


Xilef":l97i8k5n said:
I have played a lot of RPG Maker games where it was not obvious that the edge of the screen would warp me somewhere and a lot of games resolve to massive red arrows (Which is silly), these problems can be avoided if you just better describe where it is going (So in the case of forest paths, starting a short dirt-path that leads off the screen communicates that it's a walkable direction).

I've played some games which have end-of-the-map-screen teleporters that don't have hints at all. I have to avoid them arrows, got that one.

Xilef":l97i8k5n said:
The main problem my eyes are having with the gifs you made is that it looks like it's still a wall, doesn't look like a sliding door just looks like a wall is changing colour

Maybe princess amy's idea could help solve this.
 

Jeea

Member

I tried applying some of your ( including princess amy's) ideas, and after some experimenting, I've finally done this:
utTRg4.gif

As it may seem very flexible in-game, it's quite tedious in the game editor, wherein it takes up 4 event tiles, but it'll do!

Thanks for your help guys! :thumb:

If you have better ideas or suggestions, do share :smile:
 

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