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Fome
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Quote Fome Replybullet Topic: Floating Demon Animations
    Posted: 30 March 2015 at 9:51am
Hi guys, new here.

I'm making a game where you fight a variety of floating meatballs with teeth (demons)

This is my first game and first attempt with pixel art so I'd love some critique! This guy floats around and shoots fireballs.


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SirWeeble
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Quote SirWeeble Replybullet Posted: 30 March 2015 at 6:50pm
It's hard to judge works like this since there's no real world reference, but overall, It's decent - Outside of the obvious jump between the first and last frame. I assume that the fireball would be controlled by code and would spawn on the 2nd to last or last frame.

If you're going for a comical appeal, the model and animation hits the mark. If your going for scary, then the design isn't particularly good. With just the model alone it's hard to tell whether or not it's serious. The attention to the detail says "this thing is gross and scary!" but it's exaggerated proportions and tiny arms make it comical, which creates a strange mix.. like you're trying to make it scary, but it's obviously not - which is funny in it's own right, but depends on context.

Edited by SirWeeble - 30 March 2015 at 10:36pm
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Quote Fome Replybullet Posted: 31 March 2015 at 1:05am
Thanks for the reply SirWeeble.

That's pretty much what I'm going for, goofy floaty demons that feel good to kill by blowing up, chopping in half, hitting into walls, etc.

Here's a smaller demon that attacks by biting.

I'm having trouble with the colors on this guy, it just feels too poopy to me.

The animation is not finished but you can get an idea how it might turn out:

C&C more than welcome!

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NancyGold
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Quote NancyGold Replybullet Posted: 31 March 2015 at 2:07am
Your main problem is that everything has hue=0


Edited by snv - 31 March 2015 at 2:21am
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Iscalio
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Quote Iscalio Replybullet Posted: 31 March 2015 at 8:42am
Tongue of second creature has no texture so stands out vs rest of it. Also maybe someone who's done animation blur effects could talk about having this drop in detail definition matters for the chomp?
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Quote Fome Replybullet Posted: 31 March 2015 at 7:09pm
Originally posted by snv

Your main problem is that everything has hue=0


Could you elaborate?

Here's some different color combos, anyone have any advice? I just can't get it to look quite right.




Edited by Fome - 31 March 2015 at 7:29pm
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NancyGold
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Quote NancyGold Replybullet Posted: 01 April 2015 at 2:29am
> Could you elaborate?
http://en.wikipedia.org/wiki/HSL_and_HSV

your red monster would look less flat if you use more purple HSV for darker shades
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Quote NancyGold Replybullet Posted: 01 April 2015 at 2:31am
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SirWeeble
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Quote SirWeeble Replybullet Posted: 01 April 2015 at 4:36pm
I'd go with the blue or orange one. Your 2nd one isn't as well developed as the first. The skin texture isn't as good. I know it's smaller so there's less room, but your missing the darker details hue that the first has.
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Quote StepDragon Replybullet Posted: 07 April 2015 at 5:16pm
I wanted to give you some input on your first monster. Even without a reference, there seem to be a few issues with the anatomy. I assume you intend for your cyclops to have its eye centered on its face, but it doesn't read that way. In fact, based upon the (cleft?) forehead, compared to the eye, you have two distinct angles that the head could be facing. In addition, based on the direction he is facing, I think we should be able to see more of the inside of his cheek. Right now it looks like his mouth may be gaping open on the other side. Finally, the way the horn sticks out, shouldn't we be able to see the matching horn on the other side peeking out from behind the head? Or is it a one eyed, one horned flying red people eater?

Here is a quick sketch to illustrate what I'm seeing.

Yes, I know my outlines don't have as much character, but I'm just trying to illustrate a point, not redraw it.

Lastly, the animation seems to be thrown in at the end. Parts of the face are seperating from each other, or moving independently. If that was your intention, great. If not, I think it would be wise to sketch out each frame first to get a good idea of where you want it to move, and then add the detail from there. Right now it looks like parts of skin are tearing apart, because only half of the texture is moving.
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