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You do great work. I love the design and animation both. Keep making more.
Excuse me sir...but this isn't Ganesha at all...Ganesha is one of the gods of Hindu Mythology. They have head of an elephant but body of a human...I don't want to be rude or anything but this is kind of making fun of Lord Ganesha, isnt it?
Are you tying to kill me, dam smoth animation!
Holy crap, you're awesome. Excellent work man.
Any tips for animating?
It reminds me of the animation style for the new Pokémon games. they move some parts like the tail, arms and legs, but they don't technically resprite the whole thing.
this thing is so cool it makes me want to cut off my hands and burn all my paintbrushes.
Animation could be a lot better; it feels very jagged and choppy. Despite that, it's pretty cool.
should be called Gunesha...
I agree on the animation aspect, WOW what a wonderful character.
i think its good, but the tecnique on the animation is bit crappy... each frame should be smoothed on the points you moved the pieces..
I just worry that this technique will look doubly choppy in a game where everything has been so smooth and attended to. I'm not knocking the modularity, but I think you have the skill to pull off some more frames particularly in the ears (terribly morphed ATM) and the otations which get very jaggy in the metal.
Otherwise top-notch stuff, it's a shame the format takes such a dump on the pixel-level skills displayed.
Oh I see.
Well I use gamemaker too but I've always been too lazy to actually code my own program for that so I hard-code the coordinates of the parts for each keyframe which works but takes longer in the long run.
I just hoped there was some sort of program dedicated to this sort of thing or maybe you somehow made flash spew out actually usable data (tried that, no luck) cause I never got the parts to work together as perfectly as you did with this thing here.
Oh well.
@9_6: Yeah - I wrote my own modular animation program. Wasn't too hard to do even in GameMaker - but it's so user-unfriendly I doubt I will release a public version - if I do - I'll get nothing done, as the program will need endless updates. Maybe after I'm done with my game.
How did you do that?
Is there any program which you can use out there in which you can rotate parts around that spits out the raw data of the positions of each part or did you write your own? Cause I've been searching for something like this.
OMG. He's alive! :-D
It's really amazing how You arranged those graphics to make whole animation.
Wonderful! I do love sprites of this nature and the gattling gun tusks are inspired! Nice work man!
Texture on this is fantastic, man. The detail is great too. Keep it up, your work is all too good. :)
looks pretty interesting hehe, would have given him more a rotating movement (up down heavy breathing) and a more intense movement of the trunk
I keep looking at this, and I'm thinking that the animation is pretty fluid, and it reminds me alot of how large sprites moved back in SNES days...
But, It seems like it would work so much better if it was NPA. The pixelliness is really standing out.
Of course, you could go back and fix it, but that's probably more trouble than it's worth.
I don't know what to think, 5/5.
I like it but something about the colors I really dislike :/. It's just too brown and desaturated :(
I'm feeling bad about giving you a 5 rate (maximum allowed), this pixel art surely deserves a higher one! Simply awesome!
Oh, wow! It looks real, the way it's moving! Definitely a future Hall of Fame piece!
Full points and faved. The concept is awesome ande the use of colours are also great!
Thank you guys for your suggestions and kind words.
orenshtiv: I wrote the editor myself, as there appears to be no freeware or commercial analog. I was hoping to get my Phaeton (the editor's name) it to a point where it is sellable, but as it is written in GameMaker, it is far from user-friendly.
agreeing with gas here, everything but the ears works really well.
Ha! This is great. I think a snazzy touch might be if you held the jewels' highlights in one place and didn't rotate them along with the jewel itself. You can see what I mean if you take a glossy round object like a marble under a light source and study its highlight as you manuever it in various ways.
Wow! Id love to fight against this monster! awesome work
Awesome! The only thing I would fix is an ear. It looks like a rotating-transforming sprite and grabs an attention being in the center.
lovely like castlevania, i want to see your game ^^
Wow i love how this looks alot <3 Thoose ears are so cool
It's obvious that there is plenty of love for this type of thing still strong in the Zeitgeist, else games such as Odin Sphere wouldn't pop up and get so much press. Bravo for your strong work!
Nice character design. With the animation, the seperate pieces seem a little too independant of each other, so it distorts the rhythm of the idle.
Come on...bring this game out man - we wanna play it!
*applauds* this is great, expecially the gatling-gun tusks. the feet look a little flat with everything else moving though.
This is really cool man.I love these types of animations. Great work.
To reiterate - this was done out of static modules that were animated in a proprietary editor. Basically, the spritesheet for this guy looks like this: i247.photobucket.com/albums/gg158/darkfalzx/Sprites/gunganesh.png
Woah this is awesome! It should be in the weekly showcase! 5/5
I think it's a bit jarring, as he probably did some of the individual parts separately, and used the rotate-tool(this is especially evident on the ear). I guess, for the job, time was a factor, so I don't find this to wacky, though they can definitely be refined a bit better....any hoo, epic animation..submitting...
nice sprite, but I think that the animation could use some work. Its right ear and right arm in particular strike me as jarring. I'm not too sure about the movement on the end of the trunk either. All of these strike me as pieces that are moving independent of the animation as a whole.
Wow