Princess Bubblegum AT:HIKWYSOG?!

Princess Bubblegum AT:HIKWYSOG?!

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Princess Bubblegum AT:HIKWYSOG?!



user
Title: Princess Bubblegum AT:HIKWYSOG?!
Pixel Artist: Makapixel  (Level 3 Private Eye :: 1100 points)
Posted: 11/5/2014 09:00
Statistics:  11 comments    11 faves    0 avatars

This animation is the first one that I did for the Adventure Time:HIKWYSOG?! It was also the animation that was used to test me to see if I was capable of animating at the level of quality that Wayforward was used to. Thankfully I passed!

Inititally this animation was pretty difficult for me. Animating idles has always been a bit difficult for me because of how vague the term idle is. In real life you idle by shifting your weight, breathing, scratching your head, stretching, or most currently, checking your phone. However, in games, idle animations are normally some sort of weird mix of a Bruce Lee bounce and some sort of dance. A tip about animating idles that I learned...know your character well enough so you can lock down the idle. The way your character idles helps showcase their personality. If they are a fighter then yeah they'll have a fight stance and bounce a bit. Some characters can be cooler if they aren't so energetic such as Alucard from SOTN.

For PB's idle animation I used a lot of sub pixeling(color dancing) animation. It's too hard to explain exactly the process behind it but the principal is you need a good amount of colors in order to make it work. It's not easy to make a one pixel move last so many frames. A lot of her animation is all in how her hair reacts to the bounce.

Best explaination for sub pixel animation that I can find. http://2dwillneverdie.com/tutorial/give-your-sprites-depth-with-sub-pixel-animation/

**An interesting fact about all of the Adventure Time sprites for this game is that they all had hand pixeled alpha channels on the edges in order to soften them up and make it a bit more like the cartoon. The typical range for the Alpha was just 77,77,77. The engine would automatically make those colors alphas. t's a neat effect that I hope to see more often.

Strictly for portfolio purposes. Adventure Time and the Princess Bubblegum are owned by Cartoon Network

--If you like my work consider commissioning me at MAKAPIXEL at gmail

Discussion

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user
DoubleSBS (Level 1 Rookie) @ 11/16/2014 20:30

incredibly smooth , love it 


user
Makapixel (Level 3 Private Eye) @ 11/12/2014 12:30

When I work on idles I just work at it over and over. I'll shift parts around, make more frames, shift other parts around, draw in rough frames then I'll cut out some frames, move others etc... It's a laborious process.(Which I find pretty fun most of the time) Also idle's look a lot better when you have parts that can overlap the main motion(hair/cloth/etc)

I would still say the most important aspect of an idle is making it match the character's personality. Of course you can always have more than one idle or cycle through wait idles or have hurt idles or whatever you want.


user
Mewiyev (Level 1 Gangster) @ 11/11/2014 15:17

Thanks for posting this! It's enlightening for sure, idle animations have always eluded me because I was trying to move preset pieces instead of recoloring to show depth.

Your Princess Bubblegum animation is great too~ The hair is very pleasant to watch. The anti-aliasing is kind of nice, too, it feels very smooth :3


user
FinoRaptor (Level 3 Hatchet Man) @ 11/7/2014 08:58

Nice, it would be interesting if you upload that!... at least I'm inerested in sub-pixel animation, and yeah! Super Metroid has a lot of that in her breathing animation, actually I always remember Samus when I think in an idle animation for pixelart.


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Makapixel (Level 3 Private Eye) @ 11/6/2014 13:10

I feel exactly the same way. Idle's aren't intuitive and are only used for games. You won't find out how to do idle anims in a traditional animation book. Plus since you can't move the sprite too far in any one direction you can't exactly make key frames. Breathing anims become a lot easier when you know how to sub pixel animate. (It's not exactly a crazy skill it's just animating inside the sprite combined with moving the outside. Super Metroid is a great example. Oh and I've had to wing every single idle animation I've ever done lol I'll post a non Adventure Time idle soon.


user
FinoRaptor (Level 3 Hatchet Man) @ 11/6/2014 06:22

Omg idle animations are hard... it is supposed to be simple, but it's way easier to just animate run or walk animation because the movement is obvious. In pixelart overall Idle is difficult because one pixel can make all the difference in a breath animation.

It's awesome, the animation is pretty fluid and smooth, and the manual AA is just flawless, I wish I know how to AA manually.


user
Makapixel (Level 3 Private Eye) @ 11/5/2014 20:24

Yeah for the first Adventure Time game we anti-aliased all the sprites. In fact it was built into the black outline that all the sprites had in order to soften the harshness of the pixels(just on the outside) It was not easy for all the artists to stay on task and use the proper gray though. Also we had troubles telling the difference between different kinds of blacks. Some characters would use very subtle 20,20,20 blacks which is not easy to see depending on the quality of your monitors contrast ratio and how well you calibrated it. A tip I learned is that rarely are artists supposed to use pure black. It's noticeably sharper when compared to a softer black :)

Thanks for commenting!
 


user
adscomics (Level 4 Murderer) @ 11/5/2014 14:20

Also, in response to your pixel art. I love how you anti-aliased it, not very many pixel artists do that, and you do it nearly spot on


user
adscomics (Level 4 Murderer) @ 11/5/2014 14:19

My life


user
Goodlyay (Level 6 Centaur) @ 11/5/2014 12:24

Not if I have anything to say about it


user
jalonso (Level 11 Godfather) @ 11/5/2014 09:35


Related & Tags


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