Blog · page 6
More posts
Page 6 of 10 · 109 posts
109 results in Genre
May 18, 2026·GenreThe super cinematic: animating finishers in 2D
The super cinematic: animating finishers in 2D. Step by step, with the gotchas solo devs hit at 2 AM and the fixes that survive the second build.
May 18, 2026·GenreBlock-stun animation for 2D fighting characters
Block-stun animation for 2D fighting characters. Step by step, with the gotchas solo devs hit at 2 AM and the fixes that survive the second build.
May 18, 2026·GenreThe counter-hit animation: 2D fighting micro-feedback
The counter-hit animation: 2D fighting micro-feedback. Step by step, with the gotchas solo devs hit at 2 AM and the fixes that survive the second build.
May 18, 2026·GenreCoupling camera shake with 2D character animation
Camera shake without character animation is just a screen jitter. Couple them — the impact lands twice.
May 18, 2026·GenreDouble-jump animation that actually feels good (2D)
Most double-jump animations look like a hiccup. The good ones add a flourish, a flip, or a magenta sparkle.
May 18, 2026·GenreThe ascension cinematic in 2D clicker games
The ascension cinematic in 2D clicker games. Step by step, with the gotchas solo devs hit at 2 AM and the fixes that survive the second build.
May 18, 2026·GenreElite-creep tells: animation as warning in tower defense
Elite-creep tells: animation as warning in tower defense. Step by step, with the gotchas solo devs hit at 2 AM and the fixes that survive the second build.
May 17, 2026·GenreShmup character animation: keep it small, keep it readable
Shmup character animation: keep it small, keep it readable. A working overview for indie 2D devs — the real moves, the real numbers, no Adobe-suite buzzwords.
May 17, 2026·GenreBoss-arena entrance animation in 2D metroidvanias
The walk into the boss room is animation. The walk OUT is too. Most rigs only get the first one right.
May 17, 2026·GenreThe checkpoint flash: animating mid-game saves in 2D platformers
A checkpoint flash sells the save without breaking flow. Five frames, one magenta burst, no menu.
May 17, 2026·GenrePower-up pickup animation for 2D platformers
The pickup animation has 12 frames to make a player feel powerful. Heres how to spend them.
May 17, 2026·GenreGround-pound animation for a 2D platformer
The ground pound is two animations: the slam and the impact. Get either wrong and the move loses all weight.