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ErekT
Seaman
Joined: 04 March 2016 Online Status: Offline Posts: 19 |
![]() Topic: Beat'em'up spritesPosted: 21 November 2009 at 5:00am |
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Hello everybody! Been pixelling a couple of buff heroes for a hobby game project me and a couple of friends are doing. We're aiming for a mix-up of beat'em'up and platformer action. Before I go on and do craploads of frames for these guys though I need some crits for the designs. So please speak whatever's on your minds and don't hold back, I have a thick skin :) |
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jrjellybean
Seaman
Joined: 21 April 2009 Location: United States Online Status: Offline Posts: 9 |
![]() Posted: 21 November 2009 at 10:53am |
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The guys seem abnormally long. Like, their feet are too long.
I love them standing. Walking is fine. |
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IQbrew
Commander
Joined: 02 May 2009 Online Status: Offline Posts: 157 |
![]() Posted: 21 November 2009 at 2:27pm |
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With the walking, it just seems that the headband is there, then it's not... Very jumpy.
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ErekT
Seaman
Joined: 04 March 2016 Online Status: Offline Posts: 19 |
![]() Posted: 21 November 2009 at 9:21pm |
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Yeh, forgot to mention that the walk is still wip; the left leg has no shading and the headband I just slapped in there at the start frames to see how it would look. Small update for the headband:
@jrjellybean : The left leg is bent a little at the knee so only the toes of their left foot touch the ground. Or that's what it's supposed to look like at least ![]() |
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ekobor
Commander
Joined: 20 February 2018 Online Status: Offline Posts: 194 |
![]() Posted: 21 November 2009 at 10:53pm |
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You capture the up and down motions of walking very well, but are missing the side to side motion almost entirely.
When his shoulder moves back like that, it comes with a rotation of the torso and head. When the leg closest to us is forward, the head and torso show face us slightly. This is a good example, if a bit too extreme for your character. It should be just perceptible, not too exaggerated. But you probably know this already~ Looking good, ~ekobor |
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Ryath
Seaman
Joined: 25 September 2023 Location: United States Online Status: Offline Posts: 30 |
![]() Posted: 21 November 2009 at 10:55pm |
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The two characters look like almost the same person, I would vary them a little more. For example, change the hair color of one of them to green or something, or make one of the faces a tad longer. You could also change the shoe style some. The bodies being the same probably doesn't matter too much.
The headband on the walking animation isn't too appealing to me. I think that it would move a lot more than that for continuous walking. The shading on the body and legs I really like though, I have no real complaints. The only thing I could say would be a line on the front of the pecs when walking, but that might not work with your background. |
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Anoniguy
Seaman
Joined: 17 May 2009 Online Status: Offline Posts: 37 |
![]() Posted: 21 November 2009 at 11:08pm |
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I think that thetransition from 3/4 for standing to full profile when walking is a little odd. I haven't played any of the classic beat'em'ups in ages, but as I recall, they share a lot of fighting game conventions, and one of those is the 3/4 shuffle walk - where the characters advance while keeping in 3/4 view by sidestepping their way across the stage..
Not that I want you to scrap your walk cycle. God, it's fantastic! Really love the arm movement, and the way it eases in and out of the extreme ends of the swing. That adds incredible realism.
If I would change anything on the standing poses, i would widen their stance - feet that close together make the characters look small and precariously balanced.
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ErekT
Seaman
Joined: 04 March 2016 Online Status: Offline Posts: 19 |
![]() Posted: 24 November 2009 at 6:24am |
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That's some valuable feedback, thanks all! I've done a couple of updates to the walk cycle, mainly given more of a sideways rotation to the torso and changed the headband movement a bit. Still not happy with it, I'll probably go back and try to fix it later on.
For the dude with the long hair, I changed his hair and pants colours around and gave him new shoes to make him stick out from his partner some more. Not sure about the green hair, to me it makes him feel like some kind of lagoon-thing or something so I did a red-hair version too. Anoniguy: Yup, it's true that most strict beat'em'ups go for shuffle walks but we're aiming to incorporate some platforming elements too so a regular walk will probably be a better suit. Besides, these guys have superior kung-fu! They don't need no fancy stances ![]() |
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IsoWayne
Seaman
Joined: 08 November 2009 Online Status: Offline Posts: 15 |
![]() Posted: 25 November 2009 at 10:50am |
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I have to say the walking animation looks amazingly smooth, I love it. But the fighting stance the hands still bug me, they seem a little too jerky, maybe it's just me though, otherwise great work and nice animation.
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ellie-is
Commander
Joined: 12 September 2021 Online Status: Offline Posts: 706 |
![]() Posted: 25 November 2009 at 12:23pm |
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I love the walking animations. But I think it would be cool if they had different idle poses. Unless they both have the exact same fighting style, have been trained with the same person, and are twins whose only difference is clothing and the hair, they would probably have different fight stances.
About their designs I think its good but they are very similar. If your are going for something like, two players, and both players play the same way (like the first mario game where mario and luigi were just palette swaps) then its fine, but if when playing single player you actually get to pick who you're going to use, I would suggest a few changes. It would be a pain to animate but having different body types (maybe m aking one slower but stronger or something) or maybe give one of them a martial arts gi could help to make them more unique. |
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ErekT
Seaman
Joined: 04 March 2016 Online Status: Offline Posts: 19 |
![]() Posted: 08 December 2009 at 9:24pm |
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Ok, added a couple of different jacket to the character with the long hair, I much prefer the first one personally but thought I'd post both in case someone here thinks otherwise.
It would be a pain to animate but having different body types (maybe m
aking one slower but stronger or something) or maybe give one of them a
martial arts gi could help to make them more unique. Yep, I was kinda hoping I could get away with similar designs. Two characters for the price of one would be sweet But I see what you guys mean and totally agree.But the fighting stance the hands still bug me Me too, I'm going to try and fix it up later on. In the meantime tho' I'm going to do some baddies, I've worked on these two chaps the last week: Zombie villager: And some ninja-like guy: Verdict? Edited by ErekT - 08 December 2009 at 9:25pm |
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Anoniguy
Seaman
Joined: 17 May 2009 Online Status: Offline Posts: 37 |
![]() Posted: 09 December 2009 at 12:20am |
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So you're not gonna do the Beat 'Em Up Shuffle? ...Man, if that doesn't sound like a real dance. That's cool. If it's a semi-platform kind of game, that makes sense.
The guy in the...turban, I guess - his walk reminds me of Makoto from SFIII,except where he only has the one shuffle step, she had a series of different ones. That's cool though. The way that his rear foot comes down is odd - the whole foot comes down at once, as opposed to the heel-toe i would expect, even in a sneak or wire-walk or whatever he's doing. Is the zombie's hand just twitching for twitchings sake? |
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Ryath
Seaman
Joined: 25 September 2023 Location: United States Online Status: Offline Posts: 30 |
![]() Posted: 09 December 2009 at 5:08am |
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I love the new costumes, whichever you pick. They both look amazing to me.
The zombie looks to be leaning to its right a lot in the animation, which looks a tad odd to me. And is there a purpose for the twitch? With the turban guy, I'd say have him have a raised heel when he brings the foot down, as a raised heel would be more accurate for a fighting stance, it's the best way to be able to move quickly at any point. |
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