Tag · page 2
2d
Page 2 of 2 · 20 posts
May 7, 2026·GenreMantle and vault: the parkour-lite animations a metroidvania needs
Mantle and vault are the difference between a platformer with a map and a metroidvania with verbs.
May 7, 2026·GenreCoyote time and how it changes your 2D character animation
Coyote time gives players a 6-frame grace period after walking off a ledge. The animation has to honour that lie.
May 7, 2026·GenreWall-cling and wall-slide animation for 2D metroidvanias
The wall cling is half the verb of every metroidvania. Animate the slip, the grip, and the kick-off as separate states.
May 6, 2026·GenreThe ability-unlock cutscene: animation tropes that actually land
Every metroidvania has the moment. Magenta light, raised hands, six seconds of payoff — heres how to animate it.
May 6, 2026·GenreDash-attack animation in a 2D metroidvania
The dash attack chains two of your hardest animations: a clean dash and a clean strike. Most rigs lose the seam.
May 6, 2026·GenreLedge-grab animation that survives 60-fps scrutiny
Ledge grabs are where bad parkour rigs reveal themselves. Three keys, one careful pull, no T-pose moments.
May 6, 2026·GenreAnimating the secret-passage reveal in 2D metroidvanias
The secret passage rewards the curious. Sell it with a 12-frame magenta dissolve, not a fade-to-black cut.
May 6, 2026·GenreSave-room idle animation — the small art of stillness
The save room is where the player breathes. The idle animation has to breathe with them — not perform.