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64x32 sprite walk cycle

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=2472
Printed Date: 12 September 2025 at 3:42am


Topic: 64x32 sprite walk cycle
Posted By: Morgan
Subject: 64x32 sprite walk cycle
Date Posted: 25 June 2006 at 10:23am

http://imageshack.us">

Temp colors, no shading - obviously. Just looking for some feedback on the animation before I spend the time to prettify it. I do realize I'm not making full use of the space, but I figure I may have characters with wings / tails / big hair and I want them all to be in scale. 




Replies:
Posted By: Souly
Date Posted: 25 June 2006 at 11:49am
He looks like his righ leg is just kicking thin air, in the right on.
His knee doesn't come up at all on the right one.
It does on the left, but barely I might add.


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http://punky.ensellitis.com">
I am the jesus of PJ.


Posted By: Morgan
Date Posted: 25 June 2006 at 4:36pm

Ack, yes. And thanks.

http://imageshack.us">

I also did a little "ready to fight" cycle, but I can't seem to get it to look good. I think it might just be a bad idea at this scale...

http://imageshack.us">



Posted By: Talvara
Date Posted: 25 June 2006 at 4:45pm
I think ure ready to fight animation looks really good.

your walk cycle will get there eventually. keep in mind that its really hard to make a good smooth walk cycle with only 4 frames. if you dont have anything holding you, then perhaps you should kick it up to 6 frames, and smooth the animation out a bit.

(also, the red leg looks shorter on the walk cycle ;) )

Keep up the goodwork


Posted By: Morgan
Date Posted: 25 June 2006 at 6:15pm

Thanks, Talvara. It looks better to me, too, now that I've taken a break from staring at it.

I know it's never going to look smooth, but I think I can live with the frame rate. Maybe if I were more of a pixel artist... but I really just want to build a library of sprites so I can make games.

The red leg is shorter in the side view because the viewing angle is supposed to be slightly downwards -- like the front view is, except it's not reading very well from the side. I'll have to work on that.

In the meantime, here's a modified version of the front view:

http://imageshack.us">

I'm still not quite happy with the head and shoulders.

 



Posted By: kaltsu
Date Posted: 26 June 2006 at 9:48pm
Walking towards (I somehow prefer first version) and "ready to fight" looking great. Raise those heels from the ground and make legs go further back on walking sideways?

Could these be helpful? http://images.google.com/images?q=walking+animation - http://images.google.com/images?q=walking+animation


Posted By: Morgan
Date Posted: 28 June 2006 at 6:44pm

Originally posted by kaltsu

Raise those heels from the ground and make legs go further back on walking sideways?

Done -- good call. Thanks!

The head going from side to side in v.2 of the front-facing walk is a little funny looking. Unfortunately, the head holding perfectly still looks a little funny looking, too -- moreso when animated forwards, while the side-to-side version looks a little better, at least to my eye. I've done a few more tweaks:

http://imageshack.us"> http://imageshack.us"> http://imageshack.us">

And some shading:

http://imageshack.us -

http://imageshack.us -

http://imageshack.us">

Hm. Not sure why I'm not getting any transparency out of Graphics Gale. Anyway, I'm pretty happy with this, especially since it was my first attempt at shading on a pixel scale, but critiques would be appreciated.




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