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Great run cycle. I've used uneven numbers before and it's much more difficult to deal with. I did find it gave a more human feel to the animation like you said. This may have been placebo though. I also realized in the project after hours of play testing that it really stood out and became distracting because it's never changing. The popping motion started to irritate me. But you are usually you are your own worst critic so it might not have bothered anyone else.
Your animation looks very good compared to mine, but I thought I'd share the lesson anyway. Also I love the car nice clusters.
Hey Ptoing, so my research into some styles of games that I liked when I was a kid, mainly some Sierra games, used uneven numbers for their walk cycles. At first, it threw me off, but then I realised that it did add a human aspect to it. Not all people have the same strength in both legs and use their body unevenly. So, in this cycle, I thought I'd try it out. You are right though, it did make it harder for me and did add a little limp to it. But the result isn't so bad. So I left it.
Looks nice and smooth, nice character as well, but I wonder why you chose to go with an odd amount of frames. It is not super obvious here, but there is a tiny bit of limp. Generally in a run or walk the frames per step should be even unless there is something off with the gait.
Very smooth character animation, and I feel like the general style of the sprite feels like a good modern take on the realistically-proportioned, no-details-on-the-face Konami style you would see in Castlevania and Contra.