Screen capped from a current project which by using segmented sprite sections containing various animation states, and game logic, animates characters fluidly by simulating physical weight and choosing appropriate frames/angling.
I know the animation itself might not be PURE pixel work, but nonetheless all the frames for each segment are pixel art with up to 15 frame animations each. I post this here, hoping artistically the work put into getting a fluid reactive animation, meticulously designed to look right under adaptive conditions is appreciated. pixel works and animations made of them are undeniably attached to games in many ways, and i imagine something like this still is in keeping with pixel art values, much the same way a mockup using rotation and copying of multiple sprites (for lets say enemies, background tiles etc) would be.
This is an experiment to break the mold of rigidity of pixel art animation in games, much the same way games which inspired me (like yoshi's island) have. I aim to have smooth pixel animation blended seamlessly with procedural animation techniques like the games which had impressed me in the SNES era.
its inherently 2x because this is the way its intended to be viewed, and the linear filtering in some browsers destroy the look of 2x, if this is a problem i can always downscale it
enjoy!
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Beautiful! It looks like it'll be really fun to move the character around the level, and I really like that :)