Hi Guys,
I am working on a 2D platformer, and I am trying to implement a snake like character made out of a single sprite, that I want to be segmented in a way but with each corner of the sprites still joined if that makes sense. Kinda like the boss in this video:
Does anyone know of a good method to do this and perhaps an asset that would facilitate with it?
Cheers.
Will the body between the head & the hole be interactive? Ie can the player hit it, attack it etc? If not create the head & move it & see if you can animate the bit between it.
Uni2D looks to be an asset that would suit your needs. Check out the videos.
Though - if you have a 3D program you could create this without additional software.
Thats not really the issue I am having, more than anything its got to do with the rendering - basically I need the head and body sprites to “share” adjacent vertices if they are separate.
Hmm Uni2D seems to have some very bad feedback at the bottom, but it led me on to sprite deformer that seems like it might be appropriate. I also have Puppet2D already bought and just looking at it now I might be able to do something with it, but it would have been cool if I could introduce some physics to it as well so it could act like a rope if that makes sense.
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Please post some results of the different solutions you attempt.
I’m interested for something in the future.
By the way - love the reference you used. I don’t seem to remember that in SotN, but I do remember it in Super Castlevania IV.
Is that the tongue of some boss in SCV4? Its been such a long time since Ive played it, im definitely keen for another run now haha
It’s been awhile for me as well, but I remember the skeleton serpents that grow out of the platforms. Particularly the ones directly after the rotating room.
After watching this video I actually see it a lot, in the skeleton horse neck, the hydra boss like you remembered, as well as the morning star / mace.
Looking at the video it looks as if the head is one distinct object and the body is just kind of a line corresponding to some sort of Sin wave. You could probably get similar results with a sprite for the head and then a line renderer with a repeating texture behind it.