Rapid Impact Fieryarm with Lightweight Epicness.
Non-transparent background to show off the gun flash propely.
I combined the two animations.
Yeah, maybe it sounded like that.
Alright, you just made it sound like bright colors were jokes or worthless in general pixelart. Like I said, I accept and respect your decision to keep the softer colors. :)
But Harpuia is a bird!
Okay not really, but it's not entirely bright green. I'm using brighter colors on small things, like a grass tile, I just don't think that moving sprites should be bright, especially the one that the player is controlling.
Here's an oldish mockup, the green is the same I used on the character there. So I do understand that the bright colors have their places, but just on different place.
Bright colors work on small sprites too in many circumstances. I'll use a more similar example, Megaman Zero. Check out Harpuia's sprites, he uses a very lime green and still works.
Again, I accept that you choose to stick to the dull, but I just want to make sure you understand that bright can have its place even in a small piece like this.
The bright colors work on that, because it's just a standalone pixel and people can expect bright colors in tropical birds/bird like creatures.
My sprite has to work on many different backgrounds, because it's not a simple pixel, but rather a game character, me thinks most people here only see it as a simple pixel. I've seen these sprites ingame moving between different color backgrounds, bright colors won't work.
And I already changed the outlines in all the animations, and won't be doing so again.
Bah, definitely not too bright. It's bright, but smartly bright.
Bright can work, and it would work here. Personally I think that you SHOULDN'T go with the second row middle, or the second row at all, they have nowhere near enough contrast to make the sprite work.
Those two that you mentioned, they both were one of the joke colors...and the outline is even more clear on that than the original palette, plus, I almost threw up when I pixeled that, way too bright.
I'll go with the one I mentioned, softer outline, softer red and softer outline on the blue.
Dead center green, without a doubt. It looks better to me, but maybe I just like bright green. Also, that one with the white outlines looks abysmal, just for the record.
I still say reshade, but this is better than nothing, and it does improve upon the piece I think.
I started messing with the palette, most of them are jokes, but I think the one in midle of the second row could work, changing colors is easier than reshading everything.
Some of the colors(like the dark blues) need more contrast, whereas the reds need less.
Outlines ARE why it looks more disconnected. What lesson should you learn from this? Use less outlines. If that's a part of your "style" then you should change your style. On a smaller sprite like this, outlines make it much less readable, and constricts your space for shading. Also, if you like round things, round out your shading -_-'.
Personally, I see your sprite looking more "Tales of the World 3"-ish and onek's is more "Metal Slug"-ish.
Well, the colors are just matter of preference, while your edit is damn awesome, it's way too cartoony looking for my own tastes. I also use outlines more, which may be the reason why they might look disconnected.
And I like round things and always try to keep things round, just my style.
animation is much better than in the original version..
i dont like the colors tho, theyre a bit dull imo, also what i dont like is that she looks like composed out of a lot of small pieces which dont seem rly connected... donno... also i wouldnt make the feet as rounded as is, making the bottom flat would make here seem more grounded, i think this has been mentioned in the WIP thread earlier
heres an edit
I'll keep that in mind the next time.
I toned town the hair movement, maybe it looks better.
Agreed, better, and MAnupix is right about the hair recoil. It looks way better at the faster speed too. Just adding the flash to the other leg also helped a lot.
With the shading, I disagree that you shouldn't change it because you don't like realistic things, but it does make sense because you would have to change all the other ones. I didn't say that you needed to add realism, just that you should match the shading to the curves of the materials, like on the hat. Take Legend of Zelda: Wind Waker, for example: not realistic in any way, shape or form, but the shading makes sense on the sprite.
I accept that it would be too tough to change this on all the sprites, so consider this, along with knowledge of the hair band blend thing, advice to keep in mind in future sprites.
Better it is.
The body move is ok though a bit rigid.
Hair isn't there yet. Looks like it's moving twice for each shot; also it shouldn't stop so abruptly.
Should be better now.
I decided not to fix the shading, I don't really like realistic things and fixing it would mean I would've to fix it in all of my animations. Same deal with hair band.
I added more flash to the legs, but not to the face because it looked like something else (...).
Wouldn't it be better if you merely combined these animations into a short sequence?
Well, not so much dithering necessary, but the shading on it is very angular, it doesn't curve with the materials much, especially on the hat.
One tiny thing that irks me is the green at the base of the ponytail. While I understand that it's a design thing, a hair band to hold the ponytail, the shade of green doesn't blend well with the hair colors, and looks a bit like mistake pixels because they're so close to the hat.
Your front lightsource, while somewhat consistent, has a couple odd choices. Most prominently, the hair by the face would catch a better highlight than the ponytail. While it feels natural to shade the ponytail as you did, it doesn't really work with the light source. This still applies even with the shadow of the hat over her face.
The muzzle flash on the clothes works well, but it should be in more places than just the right edge of the sprite. It would, for example, through light, although a bit less of it, at the other side of the head hair and onto the other leg.
Even with these notes, the sprite is still pretty good, and the animation is on par with the smoothness of your others in this style, which I assume was the point. Good luck fixing it :).
The lightsource is at the characters front expect for the hair, because I like it better this way.
Should I make the shading softer though? Small ditchering there and there?
But you're first to say anything about the shading, so it must be okay enough for gameplay.
Why does the gun disappear?
The animation is for a game, so it's supposed to show how it's used in it, the item is taken from hammerspace, firing a shot/multiple shots then putting it back into the hammerspace.
Recoil needed here too. Also try a bit longer pause between shots.
I'll try something. And I didn't really look at the pausing here, that's something I'll fiddle with once I get it ingame.
But I guess I can make it longer for the gallery.
The arm movement and light look good.
That's good to hear.
Im just gonna crit the sprite and say that the shading is too square and the lightsource is undefined(?)