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I hope I can rotate the weapon 360 degrees before shooting, and shoot in a fancy way

I have plans to do more shot animations for her but it's not my priority on the moment

would jump on your characters if they were 4 direction, 8 even better :) they are awesome

Hello, for this style it would take a long time if it were 4 or 8 directions, which would also increase the price, it is possible if I make another asset but in smaller proportions.

I understand, thanks for the reply friend.

Heyy just brought the lovely centaur :D i have an awesome complete game idea i will be working on and yea keep up your hard work and i would love to see more updates on her :D

Hello, I will probably update her after finishing the remaining Joanna animations

Thanks for the response ๐Ÿ˜ i am really looking forward for the updates ๐Ÿ˜

Nice, 4 stars.

Thanks :D!

She doesn't need to be able to shoot while jumping, but being able to shoot while walking and running would be very useful. Adding a second melee attack where she rears up and kicks with her forehooves would also be very useful.

To be clear though, the big issues are the scaling and angle difference between the moving poses and stationary poses.

The artist Otsoga has obviously put a lot of love and hard work into creating the centaur lady asset. And, despite the issues above, I like her a lot! Did I mention she's so cute!?

Hey, thanks! I realize that too, so i am scaling the idle animations again for future updates

She's cute! The stationary animations and the moving animations are are different scales though =( so I have to scale either the moving animations bigger or the stationary animations smaller to match them. Also the moving animations are sideview while the stationary and attacking animations are at an angle. There are no attacking while moving animations. So she has to stop to fire her bow or strike an enemy with it. It would be difficult to integrate the attacks with jumping, walking, or running. Maybe Otsoga could add some attack while moving animation sequences in the future. Don't know what to do about the scaling difference since that would mean redoing the animation sequences to better match either other.

Thanks for the feedback! I'm redoing the ranged atk animation and the idle one to match more the size, but I will only update after I finish the ultimate skill animation