Commodore 64C Man Jump

Commodore 64C Man Jump

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Pixel Art Details

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Title: Commodore 64C Man Jump
Pixel Artist: Nintendofreak  (Level 1 Jukyu :: 215 points)
Posted: 8/24/2010 18:28
Palette: 4 colors
Statistics:  2 comments    0 faves    0 avatars

 JOOMP

Edit: Thanks to Manupix for getting my mind back on a course where animations involve physics, heh.

I opted towards little to no air resistance because when taking into account the weight I figure this character has, he'd fall fairly fast.

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Nintendofreak (Level 1 Jukyu) @ 8/25/2010 12:33

 Thanks a bunch man, that jump kept looking weird to me, but I wasn't sure how to fix it. Of course, if I had only thought about how the physics of it worked in a mathematical sense. I'll get an edit up here soon.

First edit is up, but messing with the face sounds like a good idea. I'll get to that here soon.


user
Manupix (Level 11 Godzilla) @ 8/25/2010 01:42

The jump looks weird because you don't apply the laws of physics!

Height increases / decreases according to time squared. Planning top-down (easier): 0 (no move at top of jump); -1px (1 frame before and 1 frame after), -4px, -9px, -16px etc. Or multiples of these. Example (with 2 added frames for smoothness, 0.05" for the whole jump).

Instead you have increasing intervals near the top, which you tried to compensate with frame delays.

Then you might simulate air friction on the downward move, by adding frames with more even intervals. Example.

Good recoil on the top part. I messed it on my edits. You could make something similar with the face, move it up and down with a delay, and have a reaction when hitting the ground.


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