• Announcements

    • megan

      Update 5: Infinite Wisdom is here!   10/05/2017

        Hey everyone, We’re back with another update that really mixes some stuff up. An entirely new challenging mode, a rebalance of the entire game to go with the rework of the new leveling progression numbers, ability to do the co-op intro online, faster PVP rounds, language translations and more! With the rebalance you’ll find that your fighters are dealing even more damage as they gain experience. All balance changes are retro-active meaning you do not have to worry about starting over or starting new characters in order to experience that – they’re all dynamically applied to what you already have! Feel free to check out what we’ve changed in the list below, and as always – please leave us feedback about anything you find noteworthy. As always, the main Story (although not included in this update) is being developed alongside all these improvements we have been releasing. Check out our blog for the full changelist: http://blog.thebehemoth.com/2017/09/28/update-5-infinite-wisdom-is-here/
    • megan

      Pit People's Final Touches   11/21/2017

      It has been nearly a year since we launched Pit People on early access. This journey has been an incredible experience! We’ve built a better game thanks to all your feedback. So here’s a spicy little situation: We’ve decided that our next big drop will be the FULL version of the game! Yes, it shall be complete! You’ll be able to play through the story and find out what happens for everyone.  
        As we write this, we’re working on the last of the cinematics for the story campaign! This is the final push towards completing the game, alongside additional story quests and a new world map with bonus missions.
        Since there’s so much involved with these last steps (VO, animation, level creation, music licensing, QA testing, etc), we’re not exactly sure when everything will line up for a full release date, but we’re shooting to release within the first few months of 2018.
        Thank you again to all of the people who’ve been playing Pit People during early access and to everyone who has been sending us feedback. It has truly been invaluable and we can’t wait to share the conclusion of Pit People with you all!

Any Ideas As To Dan'S Workflow In Flash?

Recommended Posts

I'm just learning Animation and I've decided Flash is the right tool to take up.

I've gathered some basics of how the program is structured from some basic tutorials, but I'm on the impatient side and I can't help but think there are faster ways to do things than is being broken down in the instructional content I find.

Dan, (or anyone who knows his work well) in your boss creation videos I'm loving your workflow, however I can only deduce so much without seeing the full screen.

What's the gist? Sketch on one layer, lock/reduced alpha, final version on new layer as one drawing, chopped up and converted to symbols, then redrawn as necessary? This is to say nothing of the timeline. I believe I can figure that part quite handily.

I'm working through Richard William's Animator's Survival Kit but I'd love some insight into a flash specific workflow and your seems to suit my style best from what I've seen.

Shot in the dark here. I'd really appreciate any advice one of the talented folks in the community could offer, if not from Dan Paladin himself.



Share this post

Link to post
Share on other sites

It's honestly all personal preference, and it really depends on what type of thing I'm working on. You'll get faster as you gain experience with whatever works best for you.

The overall rule is that everything gets made into a movieclip. Once it's a movieclip it is in the library of that file and if deleted out of the workspace, it still exists. The other bonus is that you can isolate pieces and work on them independently as long as they are in their own movieclip, so it helps keep everything tidy.

Good luck!

  • Upvote 1

Share this post

Link to post
Share on other sites

Look who it is!

Many thanks for the response. I see what you're saying about movieclips.

I tried building a character from pieces, each of which was a movieclip (head, body, left arm, right arm, etc...) and figured how symbols and nesting work, however the animation felt too fake. Like a weird puppet.

Tried frame by frame drawings (using just blank keyframes, or duplicates if a pose was similar enough to use as a start point) and it has much more life.

Thanks for the well wishes! Just so you can have a laugh, here's my first walk cycle ever.


Share this post

Link to post
Share on other sites

I don't recommend building a character in very many pieces, if any. It's best to redraw them if possible.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now