Legend of Iya. Bearos walk cycle.

Legend of Iya. Bearos walk cycle.

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Pixel Art Details

Legend of Iya. Bearos walk cycle.

Title: Legend of Iya. Bearos walk cycle.
Pixel Artist: DarkfalzX  (Level 5 Sniper :: 5485 points)
Posted: 7/3/2007 21:52
Frames: 14
Palette: 16 colors
Statistics:  75 comments    233 faves    5 avatars

This is a rather elaborate walk cycle I made for one of the enemies in my WIP game. I am sure it's far from perfect, but at this point I'm more than sick of looking at it... therefore I'm calling it done.
Hope you like it.

Top Pixel Art - July 2007 (#3)Top Pixel Art - July 2007 (#3)


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Gregypo085 (Level 1 Rookie) @ 8/19/2015 15:02

What is the name of this game? Can I see a video anywhere OR play it?

BathMaster_2000 (Level 5 Assistant Manager) @ 12/15/2014 15:06

what the hell do you mean, far from perfect!? this looks absolutely amazing!

vampireslug (Level 5 Detective) @ 11/18/2014 05:40

Wow, I can't wait to see him swing that hammer.  I quite like the colors as well, nice job.

King of Spades (Level 1 Gangster) @ 10/20/2014 04:30

caca (Level 2 Kukyu) @ 10/5/2014 20:30

Because Dog-orcs with giant hammers are supposed to be realistic?

HypeWizardA (Level 1 Rookie) @ 9/25/2013 12:14

Wow, that is BadA$$! He's got a big hammer on his back. Part of me wondered if the animation would show himjumping up and smashing that hammer in some kind of attack. If this is a videogame character I'd love to see what he does with that hammer.

Yielmo (Level 4 Lieutenant) @ 3/5/2013 16:01

 So smooth.

Gillespionage (Level 1 Rookie) @ 2/6/2013 02:07

 Really nice! I love the floppy finger :D haha

Boxcar (Level 4 Deputy) @ 11/18/2012 16:55

 Dat animation. Just wow.

TheGoblin (Level 1 Rookie) @ 7/11/2012 17:32

 The animation is smooth. It's much aprecciated!

MongooseDundee (Level 1 Depressed) @ 5/6/2012 16:21

Splendid work, Like previous comments, weight is seen!

Abiotik (Level 1 Rookie) @ 3/11/2012 14:55

Perfect animation! I can feel the weight!

PROZI (Level 1 Rookie) @ 2/7/2012 22:24

nice i like.         

philippejugnet (Level 6 Hitman) @ 2/4/2012 12:12

the animation look a bit too unreal

marpe (Level 1 Rookie) @ 10/24/2011 07:01

Top notch animation! But I would like too see him as the hero! 

Mathias (Level 5 Rokkyu) @ 12/15/2010 21:40

What a great work.

avo (Level 7 Mass Murderer) @ 10/18/2010 12:33

you make great characters

James McCarter (Level 5 Detective) @ 9/26/2010 18:21

Great weight and timing in the walk cycle!!  One of the simplest, yet nicest pixel art animations I've seen!

yaomon17 (Level 6 Manager) @ 7/5/2010 04:54

 I love how his jaw rattles around.

-DE- (Level 11 General) @ 3/26/2010 08:14

Awesome walk cycle.

Argyle (Level 5 Assistant Manager) @ 3/10/2010 01:23

The smoothness of the motions and all the reactionary parts, like the gauntlets rattling slightly more open then back shut with each stomp, really set this apart as a really well done animation.  Great job, the lighting really adds a lot to it.

Shoopzation (Level 1 Depressed) @ 12/2/2009 14:18

Pretty good animation, good colors too.

crow (Level 1 Rookie) @ 11/7/2009 16:29

for me the is only 2nd to fool's dragon in animation skillz

Lawrence (Level 10 Operative) @ 9/21/2009 09:25

 Really great detail in this animation, one of the best walk cycles I've seen in ages.

RPG_Boy (Level 5 Captain) @ 6/13/2009 09:02

wow this is an incredible animation

FlyingMonkey (Level 1 Rookie) @ 6/3/2009 12:02

I love how it clunks around from the wait every step it takes. 

ramazing (Level 3 Sergeant) @ 5/28/2009 12:43

pretty cool dude  :)

KaLanGO (Level 5 Soldier) @ 5/28/2009 10:59

Dude that looks just great. Loving the movement and flux of the whole thing. Realy fluid.

PanicBomber (Level 6 Manager) @ 4/2/2009 13:56

very good animation... tt pro

smk (Level 6 Hitman) @ 3/13/2009 06:02

God, that walk looks sooo heavy. REALLY REALLY well done.

DraKenZ (Level 1 Seaman) @ 7/13/2008 03:49
Nice moving fluidity!

schifers (Level 1 Rookie) @ 6/12/2008 10:15
Oh god... Your work just look amazing...

saggiofilosofo (Level 1 Rookie) @ 6/4/2008 05:01

Morgengrauen (Level 5 Killer Klown) @ 12/14/2007 03:17
the animation of his walkcycle is soooo damn good. like his heaviness and the funny way he moves his mouth.

LeJourVert (Level 1 Rookie) @ 11/11/2007 01:09
I like the really heavy feel, you can see the weight of the hammer and of the character with the way he moves. The animation is kind of choppy but, it could be said that that fits with the same theme.

maintrix (Level 1 Rookie) @ 9/10/2007 20:19

hey can i use it for an university work? don´t worry I just wanna show it like an example for game developers, I gonna give you credits, maybe use a mock up, please answer me early than you can do it.

I need your mail but you don´t put it on your profile. Sorry my English I hope you understand me

st0ven (Level 2 Dealer) @ 8/31/2007 02:02
ugh, this is just sex. you finally got it man. i remember back like 5 years ago, compared to what youre doing now, we were just drawing stick men and stick twigs and stuff.  I dont want to crit the motion to the degree of adarias or anything, i can see what hes saying for sure, i for one love the exaggeration on this particular character though.

BlingShyne2 (Level 1 Rookie) @ 8/6/2007 11:04
This is incredible, I would lose my mind. Faved.

Drako (Level 5 Soldier) @ 7/26/2007 14:04
Oh! This is beautyfull!

chess (Level 8 Shodan) @ 7/16/2007 14:21
cute, smooth, toony, WITH BLACK OUTLINES great animation... goddamn.... I love it!

Sleepy (Level 1 Depressed) @ 7/10/2007 11:02

The feet are a bit cut off, but great detail/animation

DarkfalzX (Level 5 Sniper) @ 7/10/2007 08:00
That's what I kept telling my programmer.. but since this is being developed as a demo pitch, using homebrew tools, and if picked up will have to be recodded from scratch
, he doesn't wanna bother writing a 2D-3D engine. Bummer.

ptoing (Level 7 Underboss) @ 7/9/2007 04:23
Don't ell me you are actually using the 2D engine on the DS to make this. Use the 3D engine, for heavens sake. Just map stuff onto flat quads. You can have bigger sprites, you get free rotation and scaling as opposed to only a certain number of sprites at the same time, you can have more background layers with 3d planes and so on. It is 1000% better. You also do not have to worry about shit like doublesize sprites.

Pukeko (Level 2 Dealer) @ 7/8/2007 21:26
You're a star, what else can I say? I'm mighty impressed...

Adarias (Level 10 Operative) @ 7/8/2007 09:27
having things move suddenly is good, it adds wight.  having things move jerkily is bad - the eye cannot follow the motion and spends the next several frames reorienting.  do this several times per animation and you get something very difficult to look at.

the frames im specifically talking about are 4-5, 10-11, and 14-1, when things (mostly arm and head) suddenly jerk (not fall or spring) into positions that they will animate around for the next few frames, and then jerk again.  Fix these transitions and it will be perfect.

DarkfalzX (Level 5 Sniper) @ 7/7/2007 22:29
Thank you very much guys for all your kind words and constructive criticism.
Adarias - I don't quite agree that the jerky parts of the animation actually detract from the sense of weight, in fact I think they emphasize it, as a person (or a bear: ) would have to gather all their effort into one quick jerk of a movement under so much load. I do agree with your point about the hammer grip - unfortunately, the sprite is 64x64 (hardware limited on DS), and I already spent too much time on it just to redesign it. I will try to work out the grip problem in the animation that will really matter - the attack one.
As I said - this is far from perfect... but it already took me too long to do: )

Adarias (Level 10 Operative) @ 7/7/2007 17:26
it's a little funny how there are maybe 3 distinct timeframes where it is animated very smooth, but between any of those 3 points it jumps like a crazyperson in a way that really adds jerkiness instead of life or weight.  Also, if you have space in the box, i would extend the length of the hammer's haft so that he has a better grip on it , large crushing weapons like hammers and axes when used in battle are held much closer to center than you'ld think, with the off-hand clasped lightly  where the weapon hand is currently gripping it.  Even a typical hammer or hatchet is held farther up.

what that doesn't take away from is the great design, pixelwork, and overall presentation of this piece.  It's really ace work.

Ro83rt (Level 1 Jukyu) @ 7/6/2007 23:50



Necky (Level 1 Rookie) @ 7/6/2007 02:59
WOWZY! Utterly amazing! FAV!!

Zhou9 (Level 1 Rookie) @ 7/5/2007 18:10
It seems that his step facing towards us is heavier than the other step. You could make his head droop more (or what it's called). Personally I'd much rather have a smoother step, but it's probably not what you're going for.

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