WIP (Work In Progress)
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Sippy_Cup
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Quote Sippy_Cup Replybullet Topic: fly cycle
    Posted: 08 November 2010 at 5:51pm
hello, i was hoping i could get some feed back.
ive been adjusting the wing flap all day, and it looks fine to me now but it still seems off, a fresh opinion might help, thanks in advance

btw its still very much a sketch cause im trying to get the volume and timing right, than ill go in for a full clean up with detail and all that jazz

if you need to see the wing flap without the body or vise versa let me know and ill gif it up without the layer.


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Quote ChrisButton Replybullet Posted: 08 November 2010 at 6:07pm
oh my gah i love it.
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Quote jeremy Replybullet Posted: 08 November 2010 at 6:24pm
Wing movement itself is fantastic. I think that the head would extend more as wings go down.

The animation is quite slow too. What sort of frame speed are you using? 'Cos if it's too small some browsers may automatically slow down to 1/10s.

Can't wait to see it rendered! Is it for something in particular, or just for fun? :D
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Quote Sippy_Cup Replybullet Posted: 08 November 2010 at 9:15pm
@ Chris thanks! :)
@Jeremy thanks as well heh, do you really think the wing movement is fantastic, ooh its been driving me nuts all day!
i sped up the animation, essencially its 1 second long now instead of a second and a half. it does look better but its some what unimportant due to the nature of this project.

i want to make a simple little game probably java to run in browsers, and this will be the main character the idea is to burn :) real simple. hopefully its a project i can actually finish, my life story is my half finished demo reel :D

ooh you did ask about frame rate, im using gif 1/100. the animation is 10 frames, in the original file each frame is shown for 15/100. the updated is 10/100.
i never knew about that browser thing.

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Quote Sippy_Cup Replybullet Posted: 08 November 2010 at 11:04pm
lil update:


its time to start fleshing it out :D
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Quote PixelSnader Replybullet Posted: 09 November 2010 at 2:06am
Wing is far too floppy, lacks structural integrity.
http://www.youtube.com/watch?v=xjIwXRLwadU

It's probably also better to animate keeping the head in the same spot, as birds do that as well.
http://www.youtube.com/watch?v=GEP-KgJkYnw

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Quote Sippy_Cup Replybullet Posted: 09 November 2010 at 7:31am
Your absolutely right! That's why I love crit I couldnt see it my self. This project I think has been more about the study of a wave motion than of a proper wing.
Thank you so much i m going to redesign the body, probably with a much shorter neck and mid section, and redesign the wing. I never realized the wing movement from extreme to extreme is so minimal. (talking about bats)
found an awesome profile view of the bat in slow motion flight:
http://www.youtube.com/watch?v=GEP-KgJkYnw
this is the ref i will use, the wings on the bat are incredible.

love you snader!
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Quote Sippy_Cup Replybullet Posted: 14 November 2010 at 11:17pm
ok, well been kinda sick this week and still have to be at my full time job so it took a while to study the bat wing design an suitable dragon and animate it, this is as far as i got, before i go too much further id like some feed back on the wings that's the most finished part, specifically the timing and volume and is the structure convincing?
i have yet to block out the proper wave cycle in the tail, and probably have the feet kick back a bit at some point.




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Quote ellie-is Replybullet Posted: 15 November 2010 at 8:05am
And now it looks to stiff :/

I enjoyed the floppy wings. He might not be able to fly with them but it sure looks cool. Tail was nice too. I'd say that you should just fix the head.

Your previous wip looks like some sort of mix between a fly and a swimming animation. You just had to get rid of the swimming part.
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Quote Zeratanus Replybullet Posted: 15 November 2010 at 2:24pm
Yeah the old one was better, except for the head movement and the wing down movement, which was smooth and good, but the wings tips should be bent, curved to catch the wind and push up with it, instead of against it as it was.


edit: oh yeah, and when i first looked at the first WIP pic without reading the post it struck me as part of a Venus Flytrap 'mouth' grasping out to eat something, which i thought was really cool

Edited by Zeratanus - 15 November 2010 at 2:25pm
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Quote ChrisButton Replybullet Posted: 15 November 2010 at 8:23pm
It was beautiful the first time! *cries* I actually liked how the dragon moved it's body. It's like a mystical dragon, the ones that don't even use wings to fly, you know?
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Quote bannanawalrus Replybullet Posted: 16 November 2010 at 3:22pm
I agree. the second, whilst more realistic, has none of the charm of the first. As has been mentioned, you could just explain it away by saying its a magic dragon, anyway.
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Quote Sippy_Cup Replybullet Posted: 16 November 2010 at 9:32pm
@lucas
thanks i agree with the stiffness, and your right the first one looks like a swim, the body is my best wave ive animated.

@ zer
not sure how i would fix the wings of the first one, i used no real life ref, no strucutre and no thought to how air would be is incorporated.

@bannana
hehe i could just slap that label on it, but for where i want to take this sprite i need structure and im glad it seems more realistic.

The first was a nice start project to this, really warmed me up to wave theory which i need to use in the tail of the final.
I realized i didnt plan the tail out very well in the second dragon, i figured i d just slap a nice wave on it and be done with it. well while animating the tail i realized there are some serious flaws in my design and animation.

The biggest problem is that he floats up and down at opposite times from when he should, also his body is much to tiled / forward, working on a timing chart on paper and drawing the extreme frames or keys with only the skeleton have made me realize i have to start over again.

However the good news is 2 days off starting now! :D so hopefully it will be quick, Thank you for your feed back it really helps, and was actually surprised everyone liked the first of the two better :D
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Quote Zeratanus Replybullet Posted: 16 November 2010 at 10:02pm
essentially im saying hte flap on the first design is fine, only the wings bend backwards when going down, which is the part that doesnt work at all. they should bend forward to catch the wind. Much more fun and whimsical than the second. but your definitely right about the second's body going up and down at the wrong times making it look worse too
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Quote Sippy_Cup Replybullet Posted: 16 November 2010 at 10:54pm
oh for some reason that makes sense now. didnt really before and your absolutly right. we ll see what comes next

i really like your new avatar :D
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Quote Sippy_Cup Replybullet Posted: 16 November 2010 at 11:22pm
heres the 2 keys in skelo form.
i made the body much more horizontally level, fixed the up down thing.
u can see the rib cage movement it moves the most up and down. and i even have the legs kick forward. Not sure about the head movement, but it will be hidden behind the wing half the time anyways...
going to start adding some frames to this smooth it out

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Quote Sippy_Cup Replybullet Posted: 17 November 2010 at 10:45am
lol i guess i was tired last night i forgot to upload the inbetweens i finished.
i went with a 6 frame cycle
i think the tail looks funny, maybe the first wave needs to be reduced, any suggestions?

in game each flap will move the sprite up with code, after i get this flap cycle done i will work on a glide, which will act like a default animation cycle while not flapping to regain elevation.

i tried to add a bit more fluid movement to the wings, i might need to double up the frames and smooth it out to really get the effect.. not sure yet


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Quote Sippy_Cup Replybullet Posted: 17 November 2010 at 5:35pm


*sped up the frames a bit. cleaned up a bunch of lines changed the 2nd key to frame 5 instead of 4
does it still look mechanical?
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Quote jeremy Replybullet Posted: 17 November 2010 at 6:03pm
I thiiink that the head should be seen to extend downwards as the wings rise. The circular motion of the legs is a bit odd too.
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Quote NaCl Replybullet Posted: 17 November 2010 at 9:38pm
Don't try and copy the bat flapping too closely... you're aiming for fulfillment of peoples expectations, not just mimicking reality. Maybe bats really do move their wings forward when they flap but people don't really see it that way, so it looks weird.

The first one didnt really make sense but it was good because it was insanely dynamic and full of movement. Get that neck moving again, and dont make the wings cover the head when they come down.

Other then that it's looking good.
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Quote Sippy_Cup Replybullet Posted: 18 November 2010 at 2:13pm
@ NaCl
thanks :) you make some very good points, some times i get so focuses on mimicking reality you forget what animation is all about.

I changed a frame to expose the head, i think it helps alot, as well gave the head more of a downward movement during flap down motion. and touched up the sketched feet, working on touching up the outside lines and cleaning up the line drawing, im still not sure on colors, the dragon will be against dark greys in stormy cloudy skies , so im thinking brighter colors.. thank you for all, for all the help



*possibly need more head movement possible an angle change, and the feet i think dangle a bit too much still
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Quote vlad61 Replybullet Posted: 18 November 2010 at 5:17pm
Did you decide to abandon that first winged creature? I love Snader and all but I personally really liked that first one you had more than this thing. Though they differ in style I think you would be wise to spend some more time with that first one too, had a lot of potential.
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Quote Sippy_Cup Replybullet Posted: 18 November 2010 at 7:46pm
Lol, yes we all love snader. maybe i will polish off the first one to release as a pixel art piece, everyone loves it... but this 2nd or i mean 3rd generation is more suiting for the little game im creating, so yea all effort is going this way right now and all the crit is helping alot, heres an update not much has changed now working on the feet and soon colors! :D




Edited by Sippy_Cup - 18 November 2010 at 7:48pm
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Quote vlad61 Replybullet Posted: 18 November 2010 at 8:01pm
Okay i see. Well to give you your fair share of crits. I think the wings move too slowly for it to be flying stable. And also they move back much faster than forward which i think should be opposite.. ( pretend you can fly ) it should seem to make more sense to have the big force going down to keep you up and then you can lift your wings up more calmer

Edited by vlad61 - 18 November 2010 at 8:02pm
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Quote Sippy_Cup Replybullet Posted: 18 November 2010 at 9:34pm
thats a good point i would think it would be slower going down cause of the resistance of pushing the air down. hmm i could try to re draw it a bit, or i could speed up the animation all together.. let me try that first, also here is updated line quality is done, and heres a break down of the 6 frames so each can be analyzed individually, let me know on my pixels :D

*same speed as before*


*sped up animation*


*frame break down*

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Quote NaCl Replybullet Posted: 18 November 2010 at 11:40pm
Man what happened, looks how static the dragon is aside from his tail and wings. Huge departure from the fun and dynamic first one. Also your lines got real clean all of a sudden, keep em messy till you get the animation better.

Looks like you're copying and pasting the body, and just redrawing the wings. The flapping still looks wrong, like the dragon is putting them around his head for a minute or something. The timings all off, it looks like his wings are snapping back up real quick, and theres no follow through with the down stroke. Looks more like a light bird flying then a heavy beast.
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Quote Elk Replybullet Posted: 18 November 2010 at 11:50pm
I think the first dragon wasnt even his lol

Anyways
the new one looks like he is flying backwards
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Quote Sippy_Cup Replybullet Posted: 19 November 2010 at 12:33am
@NaCL
I will try and add 2 frames one to smooth out the upstroke, take some snap out of it. and one to follow through the down stroke and see how it looks.
i dont see the problem with coping the body, i need the size to stay consistent  and dont think it should move too much.

@Elk
what makes you think the first wasnt mine? i have wips up on it...
do you find its the tail that gives the backwards flying look to it?
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Quote Trakaen Replybullet Posted: 19 November 2010 at 2:48pm
I can see what Elk means about it looking as if it's flying backwards. It's just because rather than the wings falling where they are in the shoulders, they move forwards slightly, looking like as if it's trying to push itself through the air backwards. Still better than anything I could do, though. Good look with your game!
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Quote Sippy_Cup Replybullet Posted: 21 November 2010 at 10:52pm
thanks trakaen!

took a few days break and gave it a new look over, sketched this up
changed 2 frames out, re worked the sequence a bit to give a slower lift to the wing, now the down flap is quite quick, still 6 frames, would perfer not to go to 7 but.. might have to let me know what you think



uhg looking at the preview i need to re work the head and neck to do some thing less stiff :)
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Quote NaCl Replybullet Posted: 22 November 2010 at 12:46am
Dude, just draw each frame on it's own. It's clear you're taking shortcuts with copying and pasting, and it's really ruining it. The timing on the wings is still way off.
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Quote Mangostik Replybullet Posted: 22 November 2010 at 5:39am
i somehow like the first pic you posted (original post) the best tbf.
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Quote Sippy_Cup Replybullet Posted: 22 November 2010 at 6:35am
@nacl yes ive been copying and pasting the body, i dont really see the problem coping and pasting it, yes it looks stiff, but right now the focus is the wings, and theres very little i copy and paste from wing frames. in the end i ll be going through every pixel and manuallly manipulating them.
and yes your right i do it to save time, i m lucky if i have an hour a night free to work towards this.

but i need some feed back on the wings, the timing isnt right yet, but do they look better flapping past the body like in the last update or how i had it before?
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Quote cure Replybullet Posted: 22 November 2010 at 9:11am
the first pic was fluid. the entire body was into the animation, it wasn't just a wing flap. and the wing flap was more dynamic, had more weight to it. the inner and outer parts of the wing move separately, gives it a swoop rather than feeling like the wing is made of sticks. the way this one was made is also more sensible- blocking everything out and worrying about the motion of the whole creature, then doing pixel stuff later. why just "focus on the wings" when the movement and timing of the wings will affect the entire body of the creature?

oh, and they look better in the most recent edit, moving past the body.


Edited by cure - 22 November 2010 at 9:12am
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Quote Sippy_Cup Replybullet Posted: 22 November 2010 at 11:27pm
well because you exactly said it. the wings dont just affect the creatures movement in my mind they 'drive' the movements.

when i did the first animation i actually animated the body and wings independently from each other.

i first animated the body as it would be the easiest task. in my mind the dragon should swim through the air because hes like a snake; this inicial thought of how it should move was completely wrong *it also has twice as many frames as my current animation so it looks much smoother and better animated*
i than tackled the wings, no reference just how i thought i saw it in my mind. they get their heavy look because the tips of the wings drag behind the part of the wing connected to the body, i hope that makes sense its hard to explain but i applied a wave theory to them so the 'inner' or part of the wing thats connected to the body moves first and the rest sluggishly trails behind. i defiantly like the first animation as well but a few comments really helped me put the project into perspective. if this was just for fun i would stick with the original dragon and i still might go back to it, but where i want this project to go is to create a very believable creature in a believable world, with out drawing up a bunch of concepts its hard to explain the artistic style i want the game.

im having the hardest time with the wings, and because of some of the changes ive made  like rearranging frames and how the inbetweens hug the keys the body gets all messed up, so i ve kinda stopped worrying about the body all together until i figure out how these blasted wings will look.
yea maybe im taking short cuts and it hurts it but thats why this is wip and i have to give your suggestions a try otherwise what will i learn ;)
so i will work on dynamically working the body more have it flow and move closer to the original dragon design.

i was going to wrap up and say because the wings are driving the movements of everything else i wanted to get them down right and than work on the body, but the longer i thought about it you are all probably right i will yield a better result working on them together in unison.

uhg i try to avoid posts like this, sorry.

heres an update, i started on a fresh canvas and redrew it, way past my bed time, want to fix the head and tail, head does a double bob and i want to slow it down to a single bob, as well theres a few errors in the end of the tail in a few frames.
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Quote H|F Replybullet Posted: 23 November 2010 at 4:40am
The wings really are most important, that is where all of the movement for flying comes from. It is important to focus on the wings, however it is important for the animation to "flow" properly the legs/head ect. need to move with the motion. Hope this helps!
I'm assuming the dragon will fly up/down? thats when his body should move the most.
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Quote Sippy_Cup Replybullet Posted: 24 November 2010 at 12:00pm
Thanks H|F, there is a lot of useful footage in that link and personally the silhouette of the bird flying away seeing it from behind is my favorite!
kinda makes me sad my game is side-scrolling :(

the dragon will fly up and glide down, maybe ill add a dive function, but you flap to regain elevation, and glide, the point is to hit the ground with your fire and burn the village.

heres the current: there are things i like and dislike about it and very tempted to start fresh again... sigh.



let me know what you think where the biggest flaws lay, if you want me to speed it up i will, it seems a bit slow.. than again maybe its just the tail thats slow
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Quote Sippy_Cup Replybullet Posted: 24 November 2010 at 1:04pm

fixed a few glitches filled in the head adjusted wings slightly, tweaked timing a bit
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Quote Sippy_Cup Replybullet Posted: 24 November 2010 at 3:07pm

testing out some colors, cleaned up the frames a bit
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Quote H|F Replybullet Posted: 25 November 2010 at 12:58pm
This is really great so far. I forgot to say before... the "webbing" above the wing, I don't think it is suppose to be there? unless it is for artistic reasons. I don't think I have ever seen something like that is all.
 
Also, this is just me, but I find the snake like movements to be unrealistic. The head/tail should move, but not slither in that manner. This is just my opinion but I think it should bend slightly while moving slightly up and down. The tail would be used for maneuvering, but it would have to be slight for flying like this. I DO love the more snakelike dragon and think its awesome.
 
Hope this is helpful! Keep pushing yourself, you almost got it!
 
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Quote Sippy_Cup Replybullet Posted: 25 November 2010 at 8:54pm
Thanks H|F its finally getting there, i cant wait to get to the pixeling. The lines on the top of the wings at this point its mainly just for structural tracking, maybe for coloring later. Thank you for pointing that out, i haven't given it much consideration. Even though the arms wont show in the top, a definition should defiantly be there.

Im going to work on the neck and tail now let me know about the head i might keep the tilt in it, heres a quick update missing the neck, i think it looks a lot better, a straight neck would look good with maybe a little bit of a flex during direction change. also i think ill shorten the gap between head and shoulder.

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Quote Sippy_Cup Replybullet Posted: 25 November 2010 at 9:34pm
small update before i go to bed, ill have to fix the tail tomorrow, but i think this neck looks good :)

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Quote Elk Replybullet Posted: 25 November 2010 at 11:28pm
the tail doesnt move according to the wings
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Quote H|F Replybullet Posted: 26 November 2010 at 4:23pm
@ Elk
 
Wow, thats really helpful lol
 
@ Sippy C
 
Your almost there! The neck movement is so much better! If the tail was somewhat like that it would look awesome! I know you are most likely sick of editing this piece but keep goin' man! you will get it right.
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Quote Sippy_Cup Replybullet Posted: 27 November 2010 at 7:30pm
i get what you mean elk, tail goes up and down at the wrong times, anyways i had an idea, so here it is sketched in a lighter color


i like it,to me it feels like its moving with the dragon. remember that in game this animation takes place when the dragon flaps its wings and gains elevation, so with code the sprite will move along the y axis. and during 'rest' or default the dragon will glide and slowly loose elevation.

anyways thanks hf! your crit has been very helpful! and surprisingly im not that sick of it i just wish it was done :) the pixeling is going to take some time i suspect since thats where my skills are the weakest.
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Quote bannanawalrus Replybullet Posted: 28 November 2010 at 1:53am
i think that animation could work really well if you (in game) had a slight pause after each wing flap, i.e each flap would apply an upward force and then as the wings move up(probably a little slower than they do now) gravity just starts to reclaim it and it drops a tiny bit, before flapping again. i dont know how well this would play though. i might try it out and get back to you.
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Quote Delicious Replybullet Posted: 28 November 2010 at 3:20am
Excellent job so far on this.
 
I think Elks suggestion on moving the tail according to the wings was extremely helpful (despite H|F's sarcasm).
 
I think the dragon lifts it's wings up too fast. I'd image it's wings work slowly up, and move quickly down. Perhaps add a frame in between? Not quite sure, just something seems a bit jumpy. 
 
Keep it up. :)
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Quote Sippy_Cup Replybullet Posted: 28 November 2010 at 6:41am
thanks guys!
i know exactly what you mean banana, ive been thinking a lot about how to code it, and as the animation stands now the frames with the wing all the way down and all the way up hold longer than the inbetweens but in code world frame time is meaningless since each frame is coded by hand in, adding the kinda support to have differently timed animations through out the game isnt alot of extra work but the animations may not look good together all on the same screen.. ill worry about this a lil more later when i have more animations ready and can start testing things.

ill try another frame delicious, now that the movment and shapes are looking good i can start added/taking frames. and alot of peoeple have suggested exactly what your suggesting.
im really glad the tail is working out, you can really see the tail stretch in the old animations where the body would move forward and the tail would stay stationary.

this has been a real fun project and should be done by this week :D thank you everyone for all the help!
heres couple things to look at, probably doesnt look much different to most since my last post
but the first is original timing, 20,16,16,20,18,14,14 to 16 on each frame. i did this because it would be easier to code if i used a solid frame rate. and other minor changes like cleaning up the outline and the guide lines on the top of the wing



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Sippy_Cup
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Quote Sippy_Cup Replybullet Posted: 28 November 2010 at 5:50pm
Alright Delicious heres an extra frame in the up flap, had to smooth out the tail a bit to get an extra frame to fit in there
lemme know if it helps..



Edited by Sippy_Cup - 28 November 2010 at 5:51pm
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ProfessorLayton
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Quote ProfessorLayton Replybullet Posted: 28 November 2010 at 7:10pm
Looks amazing. 20 days of work but simply great.
One thing:
Is the top of the wing not supposed to have bone? Because the bottom does, but the top doesn't show it. Bats and dragons normally have the bone humps showing on both sides of the wing.

Other than that the animation is nearly (i say nearly because my eyes are new-ish to pixel art and I might be over-looking something) perfect.
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