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Ninja Crow
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Quote Ninja Crow Replybullet Posted: 12 July 2010 at 12:54pm
Hi, Relix, I appreciate your taking a crack at the points I made - I wasn't sure how useful they were going to be.

I notice in your new version that each foot gets two frames being flat on the floor (instead of 'heel, flat, toe, kick', you have 'heel, flat, flat, toe, kick'), which looks fine actually (it does seem a little weird that the advice from my post wants to have the last frame not really be on the ground, doesn't it? I may have to reconsult my references...) so no issues there.

     1.
However, each leg has a slightly different animation, which is going to work against the smoothness of the final product. Where I notice this is for the first leg of the animation (the far leg), in frame 4. This is the frame after the 'toe' frame, so I'll consider it the 'kick' frame. Notice how the heel is about level with the waist? That's fine, but if you compare it to the next leg (the near leg) you'll notice that frame 8 (which is the frame that follows its 'toe' frame) doesn't have the foot raised at all.

So making the foot of frame 8 be in the same position as the foot of frame 4 is the first thing I think needs to be fixed, if you think it's a good idea. (basically, each leg, if overlaid with the opposite leg, should have its frames line up perfectly with that opposite leg.)

     2.
Frames 1, 2, 3, and 4 are the frames you should use to position the opposite legs of the remaining four, because the next thing I notice is that these last four frames look a bit distorted. Particularly in frame 7, where the near leg is quite stretched. As well as frame 8 (which I mentioned above) where she looks to be doing a split.

Legs are so close together that perspective is almost invisible, so I've saved myself a lot of trouble before by making the outlines of opposite legs pretty much identical, and relying on the inner lines and shading to distinguish them. So depending on what program you are using, either copy the legs from the first frames and alter them to be opposite legs, or overlay the first frames and trace the outlines onto the last frames to see where they need to be.

By the way, I particularly like frame 4 - my pick for the best of the lot, and a great job of posing and shading! So, yeah, I didn't want to be just nitpicking (particularly a second time - although my first post may not count because I was pretty tired when I made it...) and even though it looks to be a lot, it really boils down to these two points:

1. the two sets of legs need matching frames (accounting for a four frame offset, of course).
2. make the two sets match by using the first four frames as the master reference.

I won't be able to tell very well about any other points (such as the animation of the coat, or the placement of the arms) until after this, so I hope it's not too much to work on - sorry!

!Strange Atoll - The Amazing Wilbot Game Project!
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Quote Relix Replybullet Posted: 19 July 2010 at 2:38am
I need cure for procrastination...



I replaced the 3th frame with similar motion that was on the 7th frame, then the frames 4, 5, 6 and 8 with similar motion on frames 1, 2 and 4.
I liked the 7th frame myself, and it adds a little kick to the whole animation.


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Quote Zeratanus Replybullet Posted: 21 July 2010 at 8:02am
A few problems I notice right off the bat:

the arm motions are very jagged. It seems that there is more movement between some frames than others, specifically the arm closer to us seems to jump from behind her to in front of her. You need a frame where its in the middle. Second, the back arm goes straight when it goes out in front, making it look like a punch. Keep that elbow bent.

The legs also look almost completely identical, if there is indeed any difference. I can't tell which leg is moving at all. The older ones actually had more obvious differences, so was this an accident? But even in the older ones theres -too- much difference between the legs. Try to get them to be separate but not too obviously so. IE just a few pixels difference between their movements. You'll have to go 8 frames and not 7 though - that would give an extra frame to one of the legs/arms and not the other, which is jumpy

Here's a run animation I did a few months back. It's not perfect by any means, but the pose is pretty similar so maybe it'll help



A few things to notice - the body turns as it moves right to left, and the shoulders move forward and back with it. This part isn't too hard to animate(torso only has 3 frames - twist left, center, twist right), just takes a bit to get it looking right

She also has a skirtish thing that may or may not move the same as yours (hers would be a heavier material more than likely, so yours might bounce more). The ponytail's got a lot of movement too, but again, hers is braided so its a lot heavier in its movements.


You obviously don't have to tackle all of this, and I honestly wouldn't recommend trying to do them all at once. Get one portion going before moving on to the next (I usually do legs -> torso/arms -> head -> hair)
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Quote Relix Replybullet Posted: 21 July 2010 at 8:28am
In a hurry so quickie responses:

There's a middle frame for the near hand, but I might've misplaced it so it doesn't look right, I'll fix it.

The legs are in same places yeah, I'll alter them a bit.

Dunno about the turning, the character's so small that it would be barely visible that her body is twisting, and I'm not very good at making things away or facing the camera.

Dunno what I should do with the skirt~ish thing, your characters skirt obviosly seems to be somekind heavy leather or chainmail while mines not - if you've something in mind, please tell.

Hair is still "just there", but it'll be more flowing than jumping, for the reason you said.


And I remember seeing your character a while ago, it has a nice style.
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Quote Relix Replybullet Posted: 31 July 2010 at 3:47am
10 days so I guess it's okay to double post again.



I changed the arms and legs...

I don't think that the legs looks right at all, I tried to alter the far legs, but couldn't make them look like - or make them look like they really are the far legs.
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Quote StepDragon Replybullet Posted: 31 July 2010 at 11:04am
it looks like she's galloping. I really think you could do wih some more frames.
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Quote PixelSnader Replybullet Posted: 01 August 2010 at 2:24pm
You don't need to detail so early on.

Here's a quick step-by-step of how I animate:


1st frame - putting down a skeleton and seeing if the animation is believable

2nd-4th frames - blocking in bodyparts and checking if the animation still makes sense mass-wise

5th-7th frames - Adding in the actual clothes, shading and details

Edit: forgot to put in the endresult.

Also, in the first few steps, the most important thing to do is making sure the movement is fluid. Which is why I first start with just the hands, it makes it easier to focus on the path the hands follow.

Edited by snader - 10 August 2010 at 9:01am

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Quote Relix Replybullet Posted: 05 August 2010 at 9:48am


Hair done (yes it's supposed to look like that), truly fixed arms.
I added darked blue so it's easier to regonize which leg is which, aswell on arms.

Not perfect, but meh, I think I'll keep it for now at least.

I'll use the above method on the next animation, maybe it'll go better.

Edit:
Bird

Feather falling


Edit2:
Title screen mockup

(I know...the text isn't pixeled by hand, sue me)



Edited by Relix - 07 August 2010 at 10:40am
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Quote Relix Replybullet Posted: 30 August 2010 at 9:45am
Jumping animation:



Only one "take-off" and landing frame, for gameplay purposes.
The middle frame is there twice, won't be visible that long in game.


And I somehow managed to mess up the transparency again.
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Quote Relix Replybullet Posted: 01 September 2010 at 10:58am
I guess it's okay to double post again...



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Quote Ninja Crow Replybullet Posted: 03 September 2010 at 1:54pm
Hi Relix. The running looks fine, but her arms seem to rotate backwards.

I like her pose for the title screen, and the screen's composition looks great (except for the two itty-bitty trees on the left -- maybe they can be replaced by bushes or man-made objects like bits of a ruin?).

I like her falling animation, except that her head looks a bit too narrow in all the frames with the ponytail straight up.

Cool animations with the guns.

Thanks for all the great new content!

!Strange Atoll - The Amazing Wilbot Game Project!
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Quote Relix Replybullet Posted: 04 September 2010 at 1:51am
I can't see the backwards rotation on the arms, is it that bad?

And that title screen is slightly older version:


She's supposed to be coming from a forest here, so I'll just redo the trees once I get motivation to do it.

The shoulder pad kinda eats her head there, should be easy fix.
And, I tried the animation ingame, it actually looks pretty good, that gif doesn't do justice to it.

I uploaded some slightly updated animations on the gallery here, appreantly they still need more punch to them.

And finally...

I was actually hoping to get comments on the bird >>
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Quote Zeratanus Replybullet Posted: 04 September 2010 at 8:44am
for the bird I'd say have two frames where the head is down in a row. right now it seems out of place. otherwise looks alright :)

The first title screen had me worried - the main character was almost invisible with the colors, but now she's easier to see. i know you said you're going to redo the trees but that one next to her neeeeeeeeeeds to be a lot taller (maybe make the trunk bend to the left out of the frame and then the leaves come back into the frame, that way it doesnt take up too much of the screen)



The jump bugs me because it simply -is- the Megaman X4 Zero's jump. :\



and I gotta say, the gun looks alright, but that is not something I was expecting to be in the game lol



Edited by Zeratanus - 04 September 2010 at 8:45am
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Quote Relix Replybullet Posted: 04 September 2010 at 8:52am
Should the birds head always be at same position then..?

And I'vent played MMX4 nor never seen anythink about it, so what's wrong with it? Too frantic?
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Quote Zeratanus Replybullet Posted: 04 September 2010 at 9:39am
Looking back its more of MMX1's jump (arms out like that when falling) but Zero's hair. the jump's pretty much the same in all the games, but in the later ones its more detailed - http://www.kingdom-hearts2.com/zerov/sprites/zerox4.gif - That's the Zero spritesheet. his arms dont flare out at the end of the jump like the older games, but the poses are still similar and the hair is actually very similar in design lol (not accusing you of anything. just explaining why it strikes me as being so much like the MMX animations)


But yeah, I think the arms flying up like that at the end is a little too weird (thought that in MMX too lol). I'd try to keep the arms around shoulder level, pointed outward from the body (closer and further from the screen, not left and right)

I'd do a quick mockup for you but I've gotta head out the door in a minute. I'll throw one together tonight.
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Quote Relix Replybullet Posted: 04 September 2010 at 9:50am
Well, Megaman X is one of my favorite games (and maybe even most played) and one off the reason why I'm making my own game, I can't deny that the it hasn't influenced me.

I didn't realize that I made the animation so similar tho.
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Quote Zeratanus Replybullet Posted: 04 September 2010 at 9:45pm


Quick edit, with one arm down lower. Though while I was doing it I thought it'd be cool if she held on to her hat as she fell with the other arm :P.
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Quote Relix Replybullet Posted: 05 September 2010 at 1:13am
Yeah that looks better, but - she's already holding onto her hat, maybe it just wasn't clear enough.

I'll start redoing the animations.

Edit:
Quick job because I spend more time on the rifle animation...



I changed the arms and face in the falling frames and the (her) right arm on the midle frame.

Also added small amounts of shading to the legs - I forgot to shade them last time.

Edit:


Changed the darkest red, green outline and blue outline to a bit softer colors.

Also, I'm trying to come up with idea for idle animation, so far I have got nothing, any tips? Say, if she's supposed to be a person who doesn't want to stay in one place for too long.


Edited by Relix - 06 September 2010 at 7:51am
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Quote Relix Replybullet Posted: 08 September 2010 at 4:50am
Double post waah.



I started doing the attacking sprites, no animations yet...unless you want to see stick(wo)mans? The stick is not perfectly straight on purpose.

Edit:
I already noticed a silly mistake.


Edit:
I finally got around fixing the mugshot:


Also managed to lower the color count a little.




Edited by Relix - 09 September 2010 at 6:53am
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Quote Relix Replybullet Posted: 26 September 2010 at 10:36am
Time to update a little here...



First attack, needs fine tuning, just want to know if there's anything horribly wrong.

This will receive a second animation later, so it ends a little jerkishly now.
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Quote Ninja Crow Replybullet Posted: 30 September 2010 at 10:45pm
I like that she uses a stick for a weapon. The Japanese bo is perhaps my favourite martial arts weapon.

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Quote Relix Replybullet Posted: 15 November 2010 at 6:09am
Stupid Uni loading me with too much work...



I managed to break the transparency again, waah.

Idle animation, take #5, all other attempts looked too horrible.
Might need a frame near the end, but the main thing...

Is it too pervy?

Edit:


I had trouble animating the stick attacks, so I made this one. I'll try doing the stick again later...
The attack in the end is sort of spin attack, does it need more frames?


Edited by Relix - 15 November 2010 at 11:51am
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Quote Zeratanus Replybullet Posted: 15 November 2010 at 2:45pm
@ sword swings - Its really stiff at the moment, and oddly the one time the legs do move (with the 3rd swing) they pop forward. And the spin attack doesnt seem to go as far as either the first two swings do, so the sword seems to get shorter.

But its a good start, and definitely better than my first sword swinging animation x3

Just keep in mind that the whole body goes into swinging a weapon, not just the arms. I'm certainly not the best, but this animation of mine shows a pretty strong body movement with the swing. yours would be different since its two handed, but that makes the body movement even more important to convey the strength and weight of the weapon.



The biggest thing i learned going through the animation for the second time (as it was my second attempt at it) was that being scared to redraw everything really, REALLY gets in the way of good animation. Just block out the body and draw it all in manually, as so:



Its harder and more time consuming, but without it the animations will have a hard time breaking the stiffness they have now

@idle - get rid of the forward bump frame. It looks nice except that weird forward bump. Its hard to get a good bouncing idle without having some sort of weird chest bump, but you can do it :)


*wrote this in a bit of a rush. hope it all makes sense :)
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Quote Relix Replybullet Posted: 16 November 2010 at 2:39am
Yeah, I kinda made it lazily because I just wanted to try and see how to do motion blur, that's why feet pop forward too, tried to see if motion blur can help there. Dunno why the sword seems to get shorter in the spin, it's the same size in every frame.

And...I did that so sloppily for the same reason, but looking at your second animation, that doesn't seem to be so bad. I'll redo most of the sword swings, maybe it'll help me do the stick animations too.

And I'll get rid of the forward bump in the idle, or change it to something else.

Now to figure out why Graphics gale breaks transparency if you use layers...
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Quote Zeratanus Replybullet Posted: 16 November 2010 at 2:55am


its a small thing, but its there. The motion blur looks like its on the right track though :)

(and i dont use Graphics Gale so i cant help there ><)
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Quote Relix Replybullet Posted: 17 November 2010 at 6:56am


I redid the first two attacks, didn't have time to redo the last two, waah. I'll might add one transition frame to first two attacks, if it needs one. The hair needs to animate as well, but that's not top priority.



Altered that one frame here.

And I figured out why the transparency broke here, I saved it as a gif, and then as a gale file...go me.


Edited by Relix - 17 November 2010 at 6:56am
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Quote Relix Replybullet Posted: 05 January 2011 at 7:18am
Asd, stupid Uni ect...

Everyone still keeps saying, that the palette is too muted, so, I made these:


Which one would be the best?

Also started editing the jump animation:


Some silly issues there, but getting there..?

Edit:




Edit:

(I took the boots flapping away from the falling, it looked dump afterall)

Edit:



Edited by Relix - 05 January 2011 at 10:16am
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Quote Zeratanus Replybullet Posted: 05 January 2011 at 10:25am
I'm not sure any of those pallet edits get it x3. most are either undersaturated, too dark, or too saturated and painful lol. The current one is probably better than those. If I have time I'll see if I can mess with the colors tonight to see if I can find anything I'd personally like more.


The running animation seems to have a weird bump forward, i think when the knees go up. I think it'd look a lot smoother without that.

The standing animation still has a bit of a bump, but its because of that one frame that you have the shoulder, hat, and face shading suddenly jumping around when they dont move in any other frame. Either make it more fluid with those moving in more frames (preferably :P) or take the bump out (only if you cant get it to look right the other way)


I do have to say though, I love the legs in the falling animation, and I'm glad you took out the boots flapping.
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Quote Relix Replybullet Posted: 05 January 2011 at 11:18am
Yeah, I'm pretty bad at choosing color >>

I see what you mean by the weird bump, I'll try to tone it down.

I'll see if I can make the idle ani smooth before removing anything.

And,



This one turned way worse than I intended (the last two attacks), the charging part is just there for now.
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Quote Zeratanus Replybullet Posted: 05 January 2011 at 7:48pm
I may have done a bit much in the edit. Forgive me if it bugs you ^^;

started out with me editing the colors, then I noticed the ponytail was shaded in the opposite direction as the body and i kept making little tweaks. I wasn't really consciously keeping a list of what I was doing so I'll see if I can recall what I did.



-edited colors, may have gotten rid of one, i cant recall
-edited shading on:
*hat (slightly)
*ponytail
*bangs
*face  (changes the face slightly)
*right arm (her right)
*back of cloth between the legs (made it all darker)
*Chest (made it flatter, and less busy)
- edited how the cloth hung on the legs
- that also changes where and how it hangs between the legs (these two were more for my own tastes for things not being symmetrical, e.i. to make the cloth not hang in the center)
- Edit: oh yeah, removed the 1 pixel on the shoulder. being a single pixel it looks kind of odd to me now that ive been looking at it close up for a while.
- also added 1 pixel to each boot to make it look less round. Disregard if that's what you're going for.


Anyway, hope I didnt overstep my bounds and actually helped instead


also for the spinning animation, have you considered having her spin it at arm level, ala Link from Zelda? Think it looks more like she's trying to trip than chop as it is.


UGH image wont show >:\.  well heres the page its from - The Young Link spin at the bottom of the article in particular


Edited by Zeratanus - 05 January 2011 at 7:59pm
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Quote Relix Replybullet Posted: 06 January 2011 at 6:20am
Not sure about those colors, but, I don't really have eye for colors so I'll try playing around with those before judging them. The hair being shaded "wrongly" was intended for a reason I can't remember anymore. I know I had a reason for making the boots like that too...can't remember it either for now >>

I think I'll redo the chest like you did, but maybe won't bother with the rest. You had good points there, but I'm too lazy to go changing them. Replacing colors should be fast with the right tools.

The spinning - I guess I tried sort of spinnig top motion, like that first pic on that page, the blade going up and down, but failed hard. I think I'll just make a standard three hit combo and then do the spin attack like in Megaman games, charging indicator around the player and then the spinning animation. Or dunno.

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Quote Relix Replybullet Posted: 16 January 2011 at 5:17am
Blargh, dunno what I should do with the running or the idle - I tried this with the idle:


Still haven't decided on the colors.
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Quote vlad61 Replybullet Posted: 16 January 2011 at 4:21pm
Any idle animations where she doesn't look like she wants to kill a bunny?

And I would add more strands to her hair instead of making it look like a sausage.

All in all i really like the variety of action animations. Keep it up

Edited by vlad61 - 16 January 2011 at 4:22pm
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Quote Relix Replybullet Posted: 17 January 2011 at 1:43am
Originally posted by vlad61

Any idle animations where she doesn't look like she wants to kill a bunny?


Oh snap.

Originally posted by My planned story document

- Right after the previous scene, the main character wakes up and notices that her sword has  been stolen by a bunny. She dashes after it leaving her other stuff behind. Player gains control for the first time.


That idle animation is more than fitting then? >>

Originally posted by vlad61

And I would add more strands to her hair instead of making it look like a sausage.


I can try, there's not much space tho.

Originally posted by vlad61

All in all i really like the variety of action animations. Keep it up


Thanks.
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Quote Relix Replybullet Posted: 17 January 2011 at 8:12am


I redid the third attack almost from scratch, I think it turned out fine now.
If it looks fine enough, all that is left is to animate the hair too.




This is the spinning, maybe I should slow it down just a bit..?

Edit:



Edited by Relix - 17 January 2011 at 10:03am
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Quote Relix Replybullet Posted: 19 January 2011 at 11:43am
So, I started the stick animations again:



The final attack is unfinished, durr.

Edit:



The final attack still unfinished, but pretty close to finalish.




Edited by Relix - 20 January 2011 at 10:22am
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Quote Relix Replybullet Posted: 21 January 2011 at 12:22pm
I'll be changing the final attack of the stick attacks, it looks too dump. But, now...

STOP!

Hammer time!!

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Quote Zeratanus Replybullet Posted: 24 January 2011 at 2:28pm
The third swing looks good now, especially with the new swing effects :D. The eye looks a bit strange but thats it.


The spin still looks odd. Particularly because it pauses for a moment on the left and right, so it looks very start-stop-start, and whenever she stops it seems the sword pops up and down. change it so it alternates top to bottom after she spins around instead of as it is now (ie, spin high, then spin low)

Edit: It may actually only be on the right where she stops. Do both the first and last frames have her completely on the right? cuz that would do it. Also, i think the lack of dark lines in most of the spin is distracting. You dont have to put any real detail into it but i'd include the lines to at least suggest some detail


The stick looks like it attacks very low to the ground for the first two (the first attack clearly aims low but the second, if she was fighting herself, would strike her in the pelvis just below the belt it looks like. Coming along well though :)



Hammertime is looking good, but you should have her put her back into it for some real UMPH!

Edited by Zeratanus - 24 January 2011 at 2:38pm
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Quote Relix Replybullet Posted: 26 January 2011 at 8:09am
I see what you mean with the eye looknig strange, I'll try to fix it.

I might redo the spinning entirely, but I'll keep that spin high, then spin low in mind.

Is it a bad thing if she hits low with the stick..?

And the hammer, you mean something like this:



?

I can do that, makes the weapon even slower to use and I want that.

Anyway, I'll be busy for two weeks so I'll update after that.





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Quote Zeratanus Replybullet Posted: 29 January 2011 at 11:19am
actually I meant when she swings it down. Her back still looks pretty straight when that happens but if you get up and do the motion yourself, you'll probably notice your back will bend over with the swing, your upper body reaching forward. However, having more of a wind-up like you're thinking would be a nice addition. I don't think it should start with the thing completely vertical though (like in the first frame of your image, with the thing's head resting even with the ground)


As for the stick, I'd guess it more depends on what kinds of enemies you'll be facing. If there'll be human males she may end up looking like she's smackin them in the nether-regions lol
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Quote Relix Replybullet Posted: 30 January 2011 at 5:51am
Ah, gotcha. I'll do that too then.

And I guess I gotta make a few human male enemies then.

And speaking of enemies, I did a quick doodle on my breather of the first boss:
 

The head/ arms are pretty much how I want them to be, the rest was just finishing up the doodling. Why I posted it here is, I've no idea how to make the legs, so that they make sense in side scrolling world. 
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Quote yaomon17 Replybullet Posted: 30 January 2011 at 12:48pm
maybe he should be facing sideways instead of facing front with his head turned. ;|
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Quote TXPA_Supp. Replybullet Posted: 30 January 2011 at 12:52pm
The legs are slightly backwards.
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Quote Relix Replybullet Posted: 11 February 2011 at 8:08am


The impact flash was literally a last second thing, I'll alter it later.

I'll get back to the dino later.

Edit:


Gotta start two more animations, then I'll get back to the original thing, the mock up >>


Edited by Relix - 12 February 2011 at 6:06am
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Quote Zeratanus Replybullet Posted: 15 February 2011 at 12:47pm
Wow, i was going to say a few days ago that the swing was way too fast, etc, but the current one looks really good. A bit jumpy between pulling it back and lifting it up, which you may want to look into, but otherwise very nice. REALLY like the end of it with when the hammer gets back to the shoulder.

Ponytail does get a bit smaller at the start of the animation though, just making sure you're aware
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Quote Relix Replybullet Posted: 20 February 2011 at 6:45am
Hmm, it does look jumpy now that you mentioned it.

Anyway, started this:


Might be too unfinished for any good feedback, but meh.
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Quote Zeratanus Replybullet Posted: 21 February 2011 at 9:27am
Too smooth. Have her fall to her knees then onto her face, as two separate motions rather than all at once. It may look fine as-is once fleshed out but i think there should at least be a moment's pause after she lands on her knees before slumping over.

Also her foot curves backwards when in the last finished frame you have. Makes it look like she's breaking her ankle and falling lol

Edited by Zeratanus - 21 February 2011 at 11:48am
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Quote Smilecythe Replybullet Posted: 25 February 2011 at 2:28am
Good looking stuff you got there, very inspiring! Are you getting this project forward from mere pictures to a game in the future, or is it on already?

Got no much crit to speak of, other than I think you should avoid using same body parts/pixels too often.

Frame-by-frame work looks always tastier.


Edited by Smilecythe - 25 February 2011 at 2:29am
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Quote Relix Replybullet Posted: 25 February 2011 at 9:03am
Originally posted by Zeratanus

Too smooth. Have her fall to her knees then onto her face, as two separate motions rather than all at once. It may look fine as-is once fleshed out but i think there should at least be a moment's pause after she lands on her knees before slumping over.

Also her foot curves backwards when in the last finished frame you have. Makes it look like she's breaking her ankle and falling lol


Too smooth?
Well I'll try something.

And the ankle was supposed to look like it'd painfull, but maybe it went too extreme. 

Originally posted by Smilecythe

Good looking stuff you got there, very inspiring! Are you getting this project forward from mere pictures to a game in the future, or is it on already?

Got no much crit to speak of, other than I think you should avoid using same body parts/pixels too often.

Frame-by-frame work looks always tastier.


I've coded a engine for this and now making animations so I can propely implent things that require mostly finished animations.

Yeah I know..but I've tight schedule /excuse.
But! I've started redrawing things frame-by-frame more instead of using same parts all the time - like in the sword animations (then I used them on the other weapons...<<).

Update coming tomorrow.
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Quote Relix Replybullet Posted: 02 March 2011 at 9:50am
Unexpected stuff happened - still in middle of small chaos.

I managed to make this



need to smoothen it and gonna add a frame or two.
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