Jumping so slowly and so little, only something deflated would distory that much - and something deflated probably wouldn't bound back up.
There's also no sense of acceleration - things fall faster the longer they fall, and rise slower the longer they rise. In other words, at the top, the ball should be moving more slowly than it does at the bottom, even in such a short jump. This animation has 8 frames, and the ball moves 2px in each frame, except the ones where it's impacting, where it moves 1px. Why not try moving 1px 2px 3px-squish unsquish-3px 2px 1px? That should help you get a better sense of acceleration/deceleration in the same number of frames.
Of course, you can ignore all this if the ball is meant to be levitating - though in that case, why is it being distorted?
The animation seems to stop after a few loops, is that intentional?
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Jumping so slowly and so little, only something deflated would distory that much - and something deflated probably wouldn't bound back up.
There's also no sense of acceleration - things fall faster the longer they fall, and rise slower the longer they rise. In other words, at the top, the ball should be moving more slowly than it does at the bottom, even in such a short jump. This animation has 8 frames, and the ball moves 2px in each frame, except the ones where it's impacting, where it moves 1px. Why not try moving 1px 2px 3px-squish unsquish-3px 2px 1px? That should help you get a better sense of acceleration/deceleration in the same number of frames.
Of course, you can ignore all this if the ball is meant to be levitating - though in that case, why is it being distorted?
The animation seems to stop after a few loops, is that intentional?