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8BitGinno
Seaman ![]() ![]() Joined: 06 August 2011 Online Status: Offline Posts: 16 |
![]() ![]() ![]() Posted: 23 August 2011 at 11:32am |
Hey guys,
So I'm in the process of making a character for a game. I'm somewhat new to animated sprites. Anyway, thoughts on him? ![]() And here are all the frames. ![]() Edited by 8BitGinno - 23 August 2011 at 11:53am |
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kevink
Midshipman ![]() ![]() Joined: 16 August 2009 Online Status: Offline Posts: 61 |
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He just looks like he's not trying to fall.
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ellie-is
Commander ![]() ![]() Joined: 12 September 2021 Online Status: Offline Posts: 706 |
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I think his legs should move forward a little more. Arms look nice.
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8BitGinno
Seaman ![]() ![]() Joined: 06 August 2011 Online Status: Offline Posts: 16 |
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Originally posted by kevink He just looks like he's not trying to fall. Well he is supposed to be leaning a bit forward. Maybe lucas_irineu's advice to move his legs a bit forward will fix it? Edited by 8BitGinno - 23 August 2011 at 12:36pm |
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neofotistou
Commander ![]() ![]() Joined: 07 September 2015 Online Status: Offline Posts: 175 |
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Yes, I think it will fix it. You are right that running is like falling.
But think of what you do when you fall: you put one foot forward, to steady yourself. This is what happens in running too. Your forward leg position is too vertical. You have to make the front leg go totally diagonal \ . Check this out: http://www.youtube.com/watch?v=REO2D239tdk Cute burglar by the way. Edited by neofotistou - 23 August 2011 at 1:19pm |
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8BitGinno
Seaman ![]() ![]() Joined: 06 August 2011 Online Status: Offline Posts: 16 |
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Originally posted by neofotistou Yes, I think it will fix it. You are right that running is like falling. But think of what you do when you fall: you put one foot forward, to steady yourself. This is what happens in running too. Your forward leg position is too vertical. You have to make the front leg go totally diagonal \ . Check this out: http://www.youtube.com/watch?v=REO2D239tdk Cute burglar by the way. He's lumberjack! You take that back! ![]() Ahem.. Anyway, I took your guys' advice. ![]() Looking better? Edited by 8BitGinno - 23 August 2011 at 4:44pm |
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Qemist
Commander ![]() Joined: 31 August 2019 Online Status: Offline Posts: 239 |
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Looking better. At first I tought you only had 2 frames or so but the arm seems to be moving well while the legs need more angles? Im not good at this stuff myself but felt like replying
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Wayne
Seaman ![]() ![]() Joined: 03 April 2014 Online Status: Offline Posts: 14 |
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Very cute. I think it's fine the way it is but if you're feeling experimental...
![]() ...you may want to try see how it looks if his right arm is raised just a pixel higher when in the back position... it's nit-picky but this would help the arc on the arm so when it swings, it doesn't appear to be swinging this way: /\ down-up-down, like a arch but instead appear as if swinging this way: \/ up-down-up, like a swing pendulum or arm Also, as an experiment, you may want to try see how the character would look if the body moved just up and down (like mario or megaman) as opposed to diagonal. Just as an experiment of course... The way you have it may be better than the up-down... just throwing it out there. |
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8BitGinno
Seaman ![]() ![]() Joined: 06 August 2011 Online Status: Offline Posts: 16 |
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@ Qemist
Yeah, the legs are 4 frames as well but don't look as smooth for some reason. ![]() And now that I look at my second try it looks like he's power walking, not running. Hrmmm.. @ Wayne Yeah, I think I'll play around with it a bit more. And... I'll just edit this post instead of double posting. I almost completely redid him. Here are two styles: One with the diagonal head bobbing and one without. ![]() ![]() Thoughts? Which is better? Do they still need to be improved? Edited by 8BitGinno - 24 August 2011 at 5:01am |
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r1k
Commander ![]() ![]() Joined: 01 April 2014 Online Status: Offline Posts: 336 |
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maybe 6 frames for the legs would be better. Right now its basically 2 frames (legs apart, legs together), and the second set of 2 frames is nearly identical. With 6 frames you could perhaps fix that. Seems to make sense in my head, but Im not really an animator.
Anyways, it looks good, but would be better if the legs wre a bit smoother. I think the one with the head bob is better. |
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8BitGinno
Seaman ![]() ![]() Joined: 06 August 2011 Online Status: Offline Posts: 16 |
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Yeah, I like the head bobbing as well.
As for the frame number, I have to keep it short since it's for a game. I'd love to do more frames for smoother animation, but I've got a workload ahead of me. Edited by 8BitGinno - 24 August 2011 at 3:27pm |
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jambox_josh
Midshipman ![]() ![]() Joined: 12 May 2019 Online Status: Offline Posts: 78 |
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The head bob definately helps add the appearance of running instead of power walking! maybe a verrrrry slight extra motion to the head in the Z-axis would make this more fluid, as it stands the body and head animation are sort of disconnect.
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ellie-is
Commander ![]() ![]() Joined: 12 September 2021 Online Status: Offline Posts: 706 |
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Eight is usually a good number of frames for animation. If you look up idleworm's walking cycle tutorial you might find some good tips for this run here. Running is just a more exaggerated and faster walk.
So far your animation is not bad, you just need some inbetweens. Add what happens between the middle frame and the ones where he has his leg extended. That would help to make it smoother and more like a run. |
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8BitGinno
Seaman ![]() ![]() Joined: 06 August 2011 Online Status: Offline Posts: 16 |
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So here's a lil' update:
My client that I'm making the character for wanted him to be less "in profile" and to be more "power walking" than running so I had to redo him. And here's the result: ![]() And I'm killing myself trying to animate him. Now he just looks to rigid. I need him done in 3 frames, so it's been quite a challenge. Anyway, here goes another attempt. ![]() |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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I think it looks fine, but I thought the first version did too
Advice: Don't 'over-sweat' the player sprite for now. Use him as a placeholder and develop other needed assets. Once you have some BG tiles, other enemies and stuff that will show you what or even if any needed changes are required for the player sprite. Especially, as the sprite has a 3 frame limit. By working a bit more dynamically you can resist the urge to self-nitpick and over analyze. Sometimes a 'weak' animation ends up with more personality and character than smooth ones >>> Edited by jalonso - 26 August 2011 at 8:32pm |
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Qemist
Commander ![]() Joined: 31 August 2019 Online Status: Offline Posts: 239 |
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Really cool sprite there Jalonso!
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Wayne
Seaman ![]() ![]() Joined: 03 April 2014 Online Status: Offline Posts: 14 |
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Originally posted by jalonso
Sometimes a 'weak' animation ends up with more personality and character than smooth ones >>> I agree. Sometimes simplicity is what gives sprites their charm. EDIT: By the way, it doesn't seem to matter now that the direction has changed but sorry I suggested the non-head bob version. I wasn't sure if it would make it better but thought I'd mention it since it sometimes isolating/simplifing motion helps in situations where 2-4 frame cycles are played at higher frame rates than intended. If you ever return to the run (the head bob diagonal one), watch out for how the left arm swinging back "sticks" to the silhouette compared to the previous version. In your new 3/4 version, your walk might feel better in motion if your foot "passing" pose has one leg off the ground, leg bent, as it moves forward. Good luck with your assignment. :) Edited by Wayne - 27 August 2011 at 6:22am |
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