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Midshipman
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Quote administrative Replybullet Topic: Boxy Game Character
    Posted: 18 September 2016 at 2:09pm
Hello all, long time viewer here. I'm making a little game that has a pink boxy character. Basically the image below is how I want him to look--like a pink pigish thing in a squarish shape. I'm sure it looks very amateurish to the naked eye, so I'm hoping you folks can give me some feedback and improvement tips to make him look super amazing!

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eishiya
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Quote eishiya Replybullet Posted: 18 September 2016 at 2:44pm
If you want it to look really boxy, I think you should show more of the side. Side-view is not a very good view to show boxiness, since you only get two sides of the box to work with (unless the top/bottom become visible in walking frames and such).

You seem to be pillow-shading it. Choose a light source and use it. Show the boxiness by lighting the various planes of it. You could also highlight the player-facing edge of the box.

The feet(?) don't seem to match the perspective on the torso in any of the sprites.
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AshCrimson
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Quote AshCrimson Replybullet Posted: 19 September 2016 at 6:07am
I wonder...
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DawnBringer
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Quote DawnBringer Replybullet Posted: 19 September 2016 at 10:23am
@Ash: Yeah...
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Midshipman
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Quote administrative Replybullet Posted: 19 September 2016 at 2:38pm
I corrected the shading a bit and added an arm. What do you think? Something else is missing I just can't put my finger on it...

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Midshipman
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Quote administrative Replybullet Posted: 19 September 2016 at 2:55pm
I also added some animation. The rigid wheels really make him shake... :(



So I added some correction to that:

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Midshipman
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Quote administrative Replybullet Posted: 19 September 2016 at 3:08pm
And some firing

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skittle
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Quote skittle Replybullet Posted: 20 September 2016 at 12:42pm
Mcpiglet?
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Midshipman
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Quote administrative Replybullet Posted: 20 September 2016 at 2:28pm
OK, made a few changes to it, enbiggened the eyes, and fixed up the ears and tail a bit so that it is consistent with the rest of the figure. I'm having a bit of a time with the slanted edge. Any tips or help with that?

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dpixel
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Quote dpixel Replybullet Posted: 21 September 2016 at 10:09am
Originally posted by skittle

Mcpiglet?

I'm afraid so.
hehe (ಠ_ಠ ) o_- :p
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Midshipman
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Quote administrative Replybullet Posted: 21 September 2016 at 11:09am
I think the rigid wheels work with the smooth motion but at a slower rate. But I'm still having trouble with the slanty back.
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dyluck
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Quote dyluck Replybullet Posted: 25 September 2016 at 9:13am
he's back... maybe we can suggest not to feeed the troll.
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Midshipman
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Quote administrative Replybullet Posted: 25 September 2016 at 1:09pm
So I've made a few more improvements. Made him small and rounded out his front a bit. Also dropped his wheels and tail.

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Midshipman
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Quote administrative Replybullet Posted: 28 September 2016 at 9:43am
Call me crazy, but I'm not hearing a lot of support on the wheel architecture. So I've given McPinkthing some walking feet. Now how does that look! :D

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Midshipman
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Quote administrative Replybullet Posted: 28 September 2016 at 11:17am
Actually, I think it really works with my game background:

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eishiya
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Quote eishiya Replybullet Posted: 28 September 2016 at 12:45pm
The slightly rounder shape looks more 3D and more polished, good job!

I think the wheels look better, but the animation does not. Make those legs actually move - "one foot in front of the other", as they say. As-is it just looks lazy and doesn't read like walking.

Why are there shadows inside the arm? You seem to have not given the character's 3D form much thought. I really recommend thinking in terms of 3D forms, it makes shading and animation much easier.

I don't like the mixed "scales". I know it's all at 1x, but the pig's blocky lineart makes it look like it's at 2x. Maybe soften it up with some curves for the eyes, etc? That could actually help sell the "blocky pig" visual better, because it'll look more intentional that it's blocky. Currently it just looks like you made it blocky because the resolution was too small for roundness, rather than on purpose.
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Midshipman
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Quote administrative Replybullet Posted: 29 September 2016 at 4:32am
Thanks Eishiya, I think you're right. So I've added a bit of rough animation. I still need to work out the shading faux-pas's but I'm getting closer and closer.

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buprettyinpink
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Quote buprettyinpink Replybullet Posted: 29 September 2016 at 9:28am
your arm doesnt look attached to the body, if you're going to go with an up/down animation the arm needs to go with it.  really the arm should move back and forth just a little too, try walking with your arms like that :D

you also have some really jagged edges on your feet, I know you're just rotating them, but clean them up when you do.  The tail uncurling a little would also probably look cute.  also to make it more of a pig tail spiral and not just a spiral, add a straight end that comes off, it looks more like a tiny squirrel tail to me as is.
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Midshipman
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Quote administrative Replybullet Posted: 30 September 2016 at 4:28am
OK, so I cleared up the jaggedness of the feet and I still need to animate the arm and clean up a few other things.

Yes, it does look a bit worse, but now I have something to work with.



Here's each frame:

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StoneStephenT
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Quote StoneStephenT Replybullet Posted: 30 September 2016 at 4:52am
That movement looks truly unnatural, even for that perspective. Study some walk/run cycles for sprites—like the ones in this “Run cycle” gallery on DeviantArt—to get a sense of how your sprite might look while walking or running. The most important question to ask yourself is this: “How does the rest of the body move in relation to the legs?”
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Quote administrative Replybullet Posted: 30 September 2016 at 4:53am
But I think I got the arm thing down

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Midshipman
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Quote administrative Replybullet Posted: 30 September 2016 at 4:55am
StoneStephenT, I used the image below as an example. Seems I really missed the mark though.

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Quote StoneStephenT Replybullet Posted: 30 September 2016 at 5:11am
You have to keep in mind that the whole body moves while someone or something walks; even if you try to keep your entire body stiff as a board while you walk, your hips will still move (up and down, back and forth) because of your legs.

I’m getting into a bit more of the philosophical here, but pixel art is something an art of implication. Unlike 3D modelling, pixel art doesn’t typically rely on showing you all the details and aiming for super-realistic rendering. Think about sprites for NES games: with limited size and color options, games from that era did their best to imply details/shapes and animate sprites in ways that implied more detailed movements. Mega Man couldn't be animated to show every little tiny movement that comes with running and jumping and landing and firing the Mega Buster, so the games implied these ideas with a combination of animation and programmed “physics”. Every time he jumped, you didn’t need to picture him bending at the legs before leaping into the air, and every time he landed, you didn’t need to picture him bracing his body to absorb the impact of the landing. The details weren’t there, but they were implied through sprite shapes and how the game handled his movements.

You don’t need to do an entire Metal Slug-style sprite animation to make your animation look good. You need to remember that you’re trying to imply human(-esque) movement, not recreate it in exquisite detail. Study some walk/run cycles and figure out how to best imply that movement with your sprite.
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Quote eishiya Replybullet Posted: 30 September 2016 at 6:23am
Let the legs bend at the knee a little. Keeping them straight is why that guide isn't helping.
Check out the animations in Binding of Isaac for ideas how to handle leg animation in characters with short stubby legs.

In general, if you can create an animation solely rotating and moving existing art, you're probably missing some important motions. I understand the desire to save time, but you'll make something much better by putting in the effort to draw it out. By doing it, you'll learn more, and it'll become easier.
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Quote TYB3N Replybullet Posted: 01 October 2016 at 5:34pm
I don't think the box character has knees in the first place
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Quote administrative Replybullet Posted: 03 October 2016 at 4:46am
Okay, excellent feedback! I think I was trying to make the animation overcomplicated. So I've simplified it and I think it's one step closer to what I want.

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Quote buprettyinpink Replybullet Posted: 03 October 2016 at 11:30am
It animates fast so I could be wrong... but it looks like your up.down is backwards.  the character should be at the tallest on the pass through and the shortest at the step
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Quote administrative Replybullet Posted: 04 October 2016 at 4:17am
Okay, fixed that. And the tail now moves with the rest the character.

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Quote StoneStephenT Replybullet Posted: 04 October 2016 at 6:30am
His right leg appears to break the illusion of anatomy within the sprite. Look how far it goes forward and compare that distance to how far it goes backwards. Without the pig’s body turning or moving in a way that justifies the positioning of that leg, the animation breaks the illusion of anatomy and comes off as “odd” (at the very least). The left leg suffers a similar illusion-breaking problem, even though the animation moves fast enough to sort of hide that problem.

That’s not to say that you absolutely need the body to move during a run cycle animation:



That piece has limited movement of the torso and head (they only really bounce according to the movement of the whole body). So why does it work so well as an animation?

Notice how the character doesn't really have shoulders during the animation; the arms swing back and forth while the spot where the shoulder would be appears to swing with it. But that’s the key to why this works: the movement of the whole arm stays within acceptable limits of “illusory movement”. In other words, the arm moves in a way that makes what would be the shoulder/chest area appear to twist back and forth—an illusion of perception—while still appearing “human” enough that it doesn’t feel weird to look at. (The legs pull off a similar trick, albeit with hips instead of shoulders.)

Your character doesn't need to have a humanoid form, but it needs to have some sense of anatomy to it. If you're going to have your sprite run the way a person would, you have to figure out that anatomy and work within its boundaries.
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Quote TYB3N Replybullet Posted: 06 October 2016 at 1:10pm
I think you've almost got it. I tried drawing how I imagined it walking. I hope it helps.

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Quote administrative Replybullet Posted: 06 October 2016 at 4:27pm
That is awesome TYB3N!!!!!!

It really helped me come up with this:



I think this whole thread is a win!!

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Quote StoneStephenT Replybullet Posted: 06 October 2016 at 4:48pm
The only problem I can see with the walking animation now is the position of the left leg (the one "further away" from the viewer), as it does that whole "breaking the anatomy" thing I mentioned earlier. But it's not a huge problem.
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eishiya
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Quote eishiya Replybullet Posted: 06 October 2016 at 5:11pm
You never addressed the shading xP
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Quote administrative Replybullet Posted: 11 February 2017 at 6:17am
So it's been a while, but I've decided to re-vamp McPiglet and of course, address the shading. Here's a new version:

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Quote Hapiel Replybullet Posted: 12 February 2017 at 4:37am
Should have a transparent background.
I love the dithering on the strap btw
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