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animations

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=683
Printed Date: 12 September 2025 at 3:42pm


Topic: animations
Posted By: Rifts
Subject: animations
Date Posted: 07 August 2005 at 12:32pm
ok a little while ago i started makeing a sidescroller game and put
the graffix here, i kinda made some of it but then i thought, this isnt
that great.. it was ok but i wasnt doing anything new, so im going to
make a sidescroller but im first going to experiment with animations
and stuff so im just gunna post a few random animations (not to be
used in the game) ill make of random thing give a breif explnation
and let u guys tear em to peices so i can improve my animations and
hopefully make some good sprites for the game :D...

ok heres my 1st 1 its like a sword dropping its ok not reli verry
pleased
with this..


a swinging motion im quite happy with this..

Edit


not too happy with this, a gunshot.

Edit


ok i think this is my 1st step towards makeing the actual game
graffix, heres the main charicter..



its a gr8 improvement if u see the old 1 lol...


EDIT!!!!

heres a lil animation of him standeing then well.... doing that
irisistible
thing to do when he thinks no1 is watching...


EDIT

another animation, this time not to be used in the game, just 4 a
forum av on a music forum...


EDIT

here is running or at least what i have of it so far


EDIT

ok i have changed the animation slightly, i cant make him go up
more,
without it looking like hes going too high, so this should do, looks
smother



EDIT

update on running hes now shaded.




Replies:
Posted By: Vidd
Date Posted: 07 August 2005 at 2:20pm
The sword motion stops too abruptly; there's no follow-through.

The pendulum seems a little too quick imo (maybe too few inbetweens?).

The gun recoil's point seems to be there too long; I think I know what affect you're going for but it seems a little unnatural.

Overall very good though. :)


Posted By: EyeCraft
Date Posted: 07 August 2005 at 11:05pm
Cool blurring effects, but overall yeh theres a few momentum/inertia problems. All you need is a few inbetweens and some follow through frames on things. The gun needs a follow through frame because it seems to stop abruptly, the pendulum needs inbetweens, but I think it swings too shallow given the length of the string, it should swing lower and slower.

Youve got good concepts of keyframing though, keep it up you'll be making some sweet-as sprites in no time.


Posted By: Zoomrix
Date Posted: 07 August 2005 at 11:22pm

Ok, I tried hope you don't mind. I did a little edit on the gun because I loved it so much I couldn't get the errors to run over it.

(The second one is just with a longer pause on the main frame)

What I've done:

- When the gun gets backfires the gun barel gets fatter, so I've tried my best to make it proportionally the same.

- Uh... that's pretty much it

PS: Sorry, could stand from doing this.



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http://zoomrix.com - My Portfolio


Posted By: Rifts
Date Posted: 08 August 2005 at 6:08am
ok ive redone the swinging pendulum

added an inbertween frame, cheked the string lengths they were ok,
but the blurs were in the wrong direction so i fixed that :)



heres an edit on the gun, i dunno if iv made it better or worse :S


Posted By: Zoomrix
Date Posted: 08 August 2005 at 8:08am

Well you did a great job on the pendulum.

As for the gun... would you really place your gun at the standard position that fast so it makes a blur after a backfire? Oh, and I guess you ignored my critique on having the gun barrel fatter when it backfires.



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http://zoomrix.com - My Portfolio


Posted By: Rifts
Date Posted: 10 August 2005 at 2:06pm
ok i think this is my 1st step towards makeing the actual game
graffix, heres the main charicter..



its a gr8 improvement if u see the old 1 lol...


EDIT!!!!

heres a lil animation of him standeing then well.... doing that
irisistible
thing to do when he thinks no1 is watching...


EDIT

another animation, this time not to be used in the game, just 4 a
forum av on a music forum...


EDIT

here is running or at least what i have of it so far


Posted By: Vidd
Date Posted: 10 August 2005 at 2:18pm
Originally posted by EyeCraft

All you need is a few inbetweens
"(maybe too few inbetweens?)"
 and some follow through frames on things.
"there's no follow-through."
The gun needs a follow through frame because it seems to stop abruptly
"The sword motion stops too abruptly"
the pendulum needs inbetweens
"(maybe too few inbetweens?)"


Why is your post so similar to mine?
I wouldn't have brought attention to it only they're one after the other.

Regarding the new animations:
The running one seems quite good only the red frames move back a pixel (why?) and he stays level through the whole thing. He should dip down for a natural -looking cycle.
I like the other sprites, they remind me of fighting games.


Posted By: Rifts
Date Posted: 10 August 2005 at 2:27pm
ok i have changed the animation slightly, i cant make him go up more,
without it looking like hes going too high, so this should do, looks
smother



Posted By: Vidd
Date Posted: 10 August 2005 at 3:31pm
Originally posted by Rifts

ok i have changed the animation slightly, i cant make him go up more,
without it looking like hes going too high, so this should do, looks
smother



What I meant is, he shouldn't jump up, he should move down; of course maybe this doesn't apply to run cycles and I'm just used to walking.


Posted By: Rifts
Date Posted: 10 August 2005 at 4:33pm
update on running hes now shaded.



Posted By: Zoomrix
Date Posted: 10 August 2005 at 5:59pm

The shaded version has a different lineart animation than your latest update (before this one). I can tell that because his head stays in place completely and it looks odd.



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http://zoomrix.com - My Portfolio


Posted By: Rifts
Date Posted: 11 August 2005 at 11:07am
i have like the miniest demo of the game here lol, its not much of a
demmo more just of a display of the graffics so far, im just working on
makeing him jump at the mo lol ill post when its updated.

http://www.xaosswebdesign.com/platform.html - http://www.xaosswebdesign.com/platform.html


Posted By: Bear
Date Posted: 11 August 2005 at 11:20am
now you just need to work on your color's and you'll have a awsome looking sprite!


Posted By: Rifts
Date Posted: 11 August 2005 at 12:27pm
ok iv updated it can now jump and stuff, its a bit dodgey with some of
the colisions its just flashes fault for not being prcise... damn flash ill
still b trying 2 work on it.. over and out (if u click on the older link it will
b the same as the new 1 because its the same filename

http://www.xaosswebdesign.com/platform.html - Demmo


Posted By: Wannahlakujuu
Date Posted: 11 August 2005 at 12:30pm
Very nice, except, you have to  press jump again to stop him from jumping multiple times


Posted By: Zoomrix
Date Posted: 11 August 2005 at 12:48pm

Looks like he's on the moon. Maybe add a little bit more gravity to it. Looking good so far.

 



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http://zoomrix.com - My Portfolio


Posted By: Rifts
Date Posted: 11 August 2005 at 12:59pm
ill work on the gravity.... as soon as i can stop the damn jumping.. it
seems 2 work on mine but not on anyone else's


EDIT

should work now turns out i was useing toggle instead of down for the
up key if u understand that... anyways is it fine now?


Posted By: Zoomrix
Date Posted: 11 August 2005 at 1:06pm
Yup works greatly now

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http://zoomrix.com - My Portfolio


Posted By: Rifts
Date Posted: 12 August 2005 at 3:25pm
check out the latest version of the demo, has some more graffics on,
but if u fall off the edge.... your buggerd cos i havnt written a die and
restart script yet :P

http://www.xaosswebdesign.com/platform.html - Demo


Posted By: Zoomrix
Date Posted: 12 August 2005 at 3:32pm
Lol I had fun killing the guy :P Also when he lands in the beggining it's good. But when I jump the collision resents and he seems to be floating in the air unless I jump again and the collision sets back to normal again.

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http://zoomrix.com - My Portfolio


Posted By: Rifts
Date Posted: 12 August 2005 at 4:15pm
yeh its flash, i cant do anything about him not actualy landing above the
ground in the air flash just isnt precise enougth i have even added
some code to fix it if he falls below the ground (as u might notice him
slideing up if u land under it), but i dont thnk i can do the same thing if
hes above it i can try tho.


Posted By: PixelSnader
Date Posted: 12 August 2005 at 4:49pm

you could code something like  this perhaps?

''if guy is floating < 10 pixels above, then guy is floating 0 pixels above)

its weird that flash isnt accurate enough, since there are other platformers out there that work correctly



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Posted By: Ensellitis
Date Posted: 12 August 2005 at 5:35pm
You need some better collision detection, he can jump through those crates easily.  Looking good.

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ಠ_ಠ
There's a pubic hair on my keyboard. What the f**k?? I "mow the lawn" so it's not mine. Gross.


Posted By: Rifts
Date Posted: 12 August 2005 at 5:40pm
ok let me correct what i have said, flash is a verry acurate program,
however you have to counter act for things, such as my gravity
value,
for instance if hes falling 5 pixels at a time... i would need to check
hes
hit the ground 5 pixels before he reaches their... otherwise he would
be
buried.. sometimes this works out sometimes it makes him float.. i
have
fixed it now so he always ends up on the line, however, this doesn
mean u
notice more when he slides up to fit the ground, i dont know if this is
better or not so please comment, also in the new verison you can
lose
lives.... but u cant have a game over yet u just go into minus figures
lol. i need to pixel a few more things such as the death message,
before
i go into much more programing but check out the latest

http://www.xaosswebdesign.com/platform.html - demo


Posted By: PixelSnader
Date Posted: 12 August 2005 at 5:52pm

couldnt you invert the thing you did, so that instead of going in the earth and then coming up, you make him float the last pixels down, i think that woulld seem more normal

allzo, i think the line from the shoe-bottoms and the grass combined are a big and ugly line.., you could ditch the line on the shoes, but i'd suggest making the grass line less thick

edit: and someone on pixelation once told me that its a very bad idea to insult players.. just a tip :D



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Posted By: 1ucas
Date Posted: 12 August 2005 at 5:57pm
Err... It's not a matter of accuracy. The frame rate is too slow, so you're compensating apparent speed with high speed values (in pixels/frame). Same with gravity.

The result of this, along with a bad implemented collision detection (which just checks collision in the current frame) makes this sort of "ground sinking" effect.

So, you should just increase the frame rate here and optmize the collision detection. It's easy, simple math stuff, you can find nice tutorials out there and even find out the algorithm yourself if you try

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http://toxicdump.org/labs/frameviewer/viewer.php - Online Animated GIF Frame Viewer


Posted By: Rifts
Date Posted: 12 August 2005 at 6:14pm
im trying to do all the script pritty much without getting codes from
tutorials, what i have seems logicly perfect to me but i may be verry
wrong lol

i mean simply..

if (_root.map.hitTest(_root.hero._x, _root.hero._y, true)) {
           drop = false;
     } else {
           drop = true;
     }

if the map and the heros x and y (which are at the bottem of his feet)
hit the value drop is false now along with

if (drop == true) {
           jump = true;
           this._y += gravity;
           vel -= 1;
     } else {
           vel = 20;
           jump = false;
           jumping = false;
     }

if drops true then jump is true(thats just for the jump animation) the
charicter should drop by the amount of gravity and vel should be -1
(thats just for when u actualy jump it makes its drop again) so when
drop = false it should stop droping and there for should stop as soon
as it hits the map... i dont realy see anything wrong with this.. if u do
please say.


Posted By: imaxcs
Date Posted: 13 August 2005 at 9:16am

if (_root.map.hitTest(_root.hero._x, _root.hero._y, true)) {
           drop = false;
     } else {
           drop = true;
     }

if the map and the heros x and y (which are at the bottem of his feet)
hit the value drop is false now along with

if (drop == true) {
           jump = true;
           this._y += gravity;
           vel -= 1;
     } else {
           vel = 20;
           jump = false;
           jumping = false;
     }

I am coding for 2 years now, but I have no idea, why you use 3 flags for jumping (drop, jump and jumping). I would use only one flag, which stores, if the object  is in the air or not.

Furthermore, you store velocity_y (and maybe velocity_x). If the player presses the jump button, add 20 to the object's velocity_y. At every logic-loop, you increase the velocity_y by a certain amount (only, if it isn't touching the ground) and move the object according to this.

edit:


function hero_touches_ground()
{
    if (_root.map.hitTest(_root.hero._x, _root.hero._y, true))
           return true;
    else
          return false;
}

function get_input()
{
    bool touches_ground = hero_touches_ground();
    if (jump_key_release() && touches_ground) // I don't know the name of the function in ActionScript
       _root.hero.velocity_y = 20;
    else if (!touches_ground)
       _root.hero.velocity_y--;
}

function move_hero()
{
    _root.hero._x += _root.hero.velocity_x;
    _root.hero._y += _root.hero.velocity_y;
}

Please bear with me for my already poor ActionScript-knowledge. It's 4 years, since I last did anything with it. But it should give you an idea of what I am talking about.



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Don't let the dark side take control of you...use smileys!
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http://everlands.imaxcs.com/ - http://everlands.imaxcs.com/


Posted By: PixelSnader
Date Posted: 13 August 2005 at 10:09am
besides the coding (i rarely ever do that, let alone in flash) i think you shouldn't ignore tutorials, they are there to help. now, i dont say copy and paste it, but read it, understand it, then use the new knowledge

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Posted By: Rifts
Date Posted: 13 August 2005 at 10:39am
@imaxcs - there may seem to be 3 differnt flags for jumping but their
realy isnt, the drop flag is what causes him to fall down to the ground
if hes in the air, nor matter if u have jumped or just walked off
something. jump is what makes you go up, but as u go up the
velocity value goes down, so drop overpowers it and he is droping,
the jumping flag has nothing to do with it and is there just for the
jumping animation, however i will go over my script and see what i
can do looking at what u have put, but i dont pretend to be a flash
expert compared to most people im still not v good lol.

@snader - the reason i dont want 2 use tutorials is i wanted this to be
a self learning thing so i can figure some things out in flash and get a
better understanding as i just said im not amazing at flash.


Posted By: imaxcs
Date Posted: 13 August 2005 at 10:54am
I just wanted to point out that the use of two variables for the velocity is the most common in platform-games. But if you are more familiar with a different approach, go ahead.

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Don't let the dark side take control of you...use smileys!
---
http://everlands.imaxcs.com/ - http://everlands.imaxcs.com/



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