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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
![]() ![]() ![]() Posted: 15 April 2013 at 5:19am |
I need to stop playing with the puzzle of pixels this small, stop changing things and go to bed. I only got a little bit done after all. But maybe somebody here has some suggestions or could trigger more ideas. Now is probably the best time to post if any; I'll be animating this eventually:
![]() I should probably keep the frame count pretty low, like a standard SNES or GBA type RPG does. Also because of the many angles I don't want to over do it and make it impossible to produce. Thoughts or suggestions on frame amounts would/will be reflected upon. Edited by |||| - 13 May 2013 at 6:41pm |
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Mishok
Seaman ![]() ![]() Joined: 18 December 2014 Online Status: Offline Posts: 36 |
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It's cool for me, but the red legs of man with crow mask are very light, IMHO, they are seems like short legs, standing on boots. Hope you will understand my bad english.
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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
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Zdrastvuyte Mishook and thanks. I can see that reading as a small leg on top of boots.. I will go over those legs.
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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
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![]() ![]() EDIT/UPDATE Got 2 sets of waking frames to post as well: ![]() ![]() Edited by |||| - 25 April 2013 at 2:44am |
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A2J2TIWARI
Midshipman ![]() ![]() Joined: 07 August 2021 Online Status: Offline Posts: 91 |
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I think the walk is way too slow to be called a walk. Moreover the arms don't move much, whereas they should move from the elbow as well.
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r1k
Commander ![]() ![]() Joined: 01 April 2014 Online Status: Offline Posts: 336 |
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the elbows bend very minimally in a casual walk. So it would have to be very subtle in a sprite this size. It is too slow though. What looks wierd about it though is how as one foot moves forward, the other moves backwards simultaniously. Looks like hes skating. It might work if you have him pick his foot up a little though.
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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
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Well... I tried lifting the feet, reworking the pixels on the legs and all, but it just didn't look right. I think the only way to avoid shuffling would be more frames
![]() I think it honestly looks better (or more fluid at least) than the standard 3 to 4 frame RPGs of old (SNES era) with five made into 8 frames. I did edit the back view a bit by making the hair swing less and made a front 3/4. Here's some gifs at 4x as well so you can see the sub-pixeling better... a term I only just heard: ![]() ![]() ![]() ![]() ![]() ![]() Edited by |||| - 27 April 2013 at 3:47pm |
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guitarfred
Seaman ![]() Joined: 08 May 2011 Online Status: Offline Posts: 29 |
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Really nice job!
I think you should get some more bending in the knees with the backgoing animation ;) It's now some sort of "funny walk" like in Rollecoaster tycoon or so. Think your intention is a bit more serious than that ;) |
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Zeratanus
Commander ![]() ![]() Joined: 03 December 2020 Online Status: Offline Posts: 576 |
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I'd actually say, find a way to make the knees bend if the only time the walk animation is going is when they're moving. But if it's like Final Fantasy Tactics or Shining Force or other old RPGs where there's no actual 'standing' frame and they're always doing the walk animation, the slide as it is is pretty good.
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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
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Thanks for the feedback you two.
It's for a top-down style one wherein the sprite will move about on screens like Secret of Mana. So I might have to rework it all. It looks like I might have to do a full 8 frame walk, oh the dread .. ![]() ![]() ![]() For now I will at least finish the back 3/4 view since I've already started it. I've also edited the front 3/4 view by making the arm action move less and reworking the feet just a bit... I think it matches the front and back views a lot better now, but will post later when I have the back 3/4 view done too. I want to do a test wherein the sprite moves over a simple set of tiles as well to see if it'll look alright. Because if it looks ok and doesn't scream cheap, lazy, or just plain bad... I'd like to keep the frames somewhat limited. I was looking at Sword of Mana recently for example, the frames are very limited, the run or dash is 2 frames made into three, one being mirrored and it looks ok.. a little cheap but effective. I think the walk is also 3 frames made similarly. Anyway, I'll post a test soon and if it looks terrible I will make it better, hopefully with some good advice etc. UPDATE: As mentioned I at least finished the back 3/4 view and fix the front 3/4 to match the front and back: ![]() ![]() ![]() ![]() I will have to test a mobile walk tomorrow. Edited by |||| - 30 April 2013 at 5:46am |
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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
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I need to fix the back isometric angle's arm; I know that.. but before I relized it I had already put half or more of the frames together. Here's the mobile/ ambulant test: ![]() ![]() Edited by |||| - 03 May 2013 at 6:51pm |
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A2J2TIWARI
Midshipman ![]() ![]() Joined: 07 August 2021 Online Status: Offline Posts: 91 |
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Only the upward walk looks like walk, rest look more like sliding.
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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
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thanks for the feedback.. I will just try again later.
![]() Perhaps I can still put a mock-up together soon. ![]() EDIT: That last line.. I mean I WILL put a mock up together still & soon I just have to shelf this project for a little bit so I can finish something in due time. Something not as fun as pixel art.. but something I really need to get done. So I will just go straight for the mock up now instead of going crazy over all of the walking and dash frames I originally planned on knocking out. It will actually be refreshing to get back into the walks later when I'm caught up. Edited by |||| - 05 May 2013 at 12:55am |
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zaua
Seaman ![]() ![]() Joined: 08 April 2013 Online Status: Offline Posts: 8 |
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Ayyye master Lijj, I think the problem with her arm (when she walks up) is that it
looks like her shoulder advance instead of the arm going up. My english
suck but I hope you see what I mean.
You should like let the shoulder to it's initial position but let the arm go up. I really feel ridiculous when I try to explain detail things in english ![]() Edited by zaua - 10 May 2013 at 1:03am |
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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
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Ah thanks Zaua; you posting made my thread visible to me again. See I'm no master :p. I kinda suck at animation.
Hmm I never noticed that.. I'll fiddle with that part as well. I think I will just have to redo most of this. I got caught up colouring a cocept art illustration of this main character that I penciled. I thought I would just add a little colour; but as with most everything I do it turned into another mega load of work. So I'll post that here when I'm done then onto finishing up the mock up/ and fixing the frames I'll at least need for that. |
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Commander ![]() ![]() Joined: 31 May 2023 Online Status: Offline Posts: 202 |
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I have decided to redo the sprite-style entirely to something even
smaller in the near future. I also have something I could post here; of
the character in a much higher resolution.
I will post here my 1st WIP of the character Erde (left), Möbius' edit & suggestions (middle), and my adaptation of Möbius' suggestions (right). I liked his armour suggestions, only I think the breastplate would be better tied from the sides which I plan on adding. Do you think I should go with the cape? note the last one is still un finished/ I might redraw the right leg as well depending on comments. I'm not even sure if it ok to post this here (NPA): ![]() If anyone wonders who the heck Mobius is: http://ffhacktics.com/smf/index.php?action=profile;u=3465 Edited by |||| - 13 May 2013 at 6:39pm |
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