The going outside and the going up seems cool, so does the lack of smoke, but still there is a huge overdose of red, and what I actually ment is that the lower part gets wider and then gets smaller again, while there is no reason for that. Logically seen, everything would fade away at the same moment (of the lower part) or the part most far away from the 'core' should stay the longest. It really feels for me as if it goes out - in.
The lack of smoke is because its going to be as a separate sprite though, its a one-color smoke animation that ill use as "particles", with alpha blending and stuff, that I reuse for pretty much all blasts and smoke effects in the game.
The bottom of the blast gets wider because I thought its how it should behave as its expansion is blocked by the ground. The top part remains longer because its supposed to be the "core" of the blast, like a rising fireball from which the flames flow down. Maybe it would look more natural if more fire was shot up initially, it would break the triangular shape caused by the rising fireball.
I'm stuck between disliking the flatness after the initial few frames and agreeing that there is no such thing as dark fire. It's still nice, but I think the one Lollige linked to is quite better.
I believe thisone is much better :/ http://pixeljoint.com/pixelart/23188.htm
In this one, the lower part is getting bigger, and then not fading to dust but it stops getting bigger / even gets smaller. For me it feels like some blowers turn on on the sides that pushes the explosion back from were it came from, before the fire is completely gone. Therefore I do not like the effect a lot. Also, at the end there is a bit too much dark red. No smoke, no highlights, just dark red. Ever seen a dark red flame?
Great start (beginning of animation), but I believe you could improve colors and shape. Yet still this is better than id ever be able to, you are and stay the animation god :)
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Seems a bit water/lava-ish towardsend. Still very impressive tho!