Hi Darkfalz,
Did you use any specific software to animate this?
I have been looking into some modular animators recently but could not find one that yet that is suitable for pixel art....
EDIT: I figured you wrote your own.. Share share share :D (or use as a gift at Kickstarter ;) )
I also preffer handmade animations, not only becouse i'm a crazy old school fan but mostly becouse this way makes the light and shadows stick to the figure no matter how it moves. may be you could do some basic shapes like this and then add the primary lights and shadows separatedly? it will be much more realistic i think.
Just a matter of taste (and time), i suppose. Anyways you had some really nice pixels in there a nice character and palette. Well done.
The animation is just prefect! Creates great atmosphere
I don't expect anything, I'm just sharing my thoughts. I don't know what you are looking at when you look at pixel art. But what I see, is every limb of this lovely creature being streched and rotated in wierd ways, which makes it - unlike true pixel art animation - appear very jagged and rough. And I don't like it.
Do you really expect him to do all that work and be able to get his game out on time? And by 'on time' i mean any reasonable amount of time, because the game has already been in production for several years, I believe.
I think it's perfectly fine to shortcut, and it still looks great.
I really don't like the fact the animation isn't 'handmade'.
Loving all of your LOI stuff. This is no exception. Great work! I especially like the colors.
Awesome! I guess everyone's got the Castlevania feelings on this one.
I'd suggest you post the still sprite for it (not moving/rotating), just for public appreciation :)
did you use any tool to transfor the pixelart? cuz lookz so smooth and good! :DDD... i would like to know if you did use any transform tool to do the movements!...
owww... my hat just dropped. the resonance in the animation, especially the jaw is beautiful. I'd only expect some reflection in the shackles and other metal parts.
Darkfalz ol' friend. im glad that you are animating these types of things this way. its far more achievable and far less work to achieve this effect than doing a full on frame-by-frame for it.
Id say the one crit i have in the motion, is that id expect a lot more weight to hit the grouhg on each step, like maybe suggesting his boulder of a head is really heavy.
are you using some form of modular animation tool? or are you simply animating it as if it were as such. it looks like there are some NN rotation interpolation happening on the parts, it appears to be happening via software.
One comment about coloration of stone in general, one thing i like to try to do is find a way to put some orange/reddish coloration into the palette somewhere, usually on the darker side of the palette range. i dont know what environment hes in (which would ultimately determine which hue your palette ranges would fall into) - but if its a fairly neutral environment, id sugges, hue shifting to get some earth tones in the rock. Also i can agree with most of your values, but i dont feel like the brightest blueish (more saturated) highlight value really helps anything.
man this game is going to be epic when you finally finish though haha
Wow, great! I can just imagine it pulling back a fist and punching through a wall. Rockin'.
Love it!
It's screaming "I'M A CASTLEVANIA BOSS!"
I know that it's hard to achieve good looking animation when animating single pieces like this, nice work!
When this game finally does come out, man, it will be so awesome.
Oh - my - gosh! This animation is SO fluid! Instant fav.
This looks awsome! I wish I could do something like this.
Nice one! Looks really great. There's really nothing that i can point that would make this even better.
The way he moves, make me feel how heavy he is. Realy like it!
I think it looks great, its almost impossible to shade the parts again in every frame
amazing..
Wouldn't it be a good thing to develop some proper pixel rotation scripts, for use in games?
These could for example have at least keep the outline intact, and maybe some more techniques to prevent ugly clusters!
Oh, the golem itself is great, although I don't like the animation so much.. It does not show enough power with his small steps and light bounce. Also I find it hard to look trough the ugly rotated pixels...
Truely awesome! I love the texture on this monster, especially on the head and the shoulder. A salute to you sir!
I love it! I love the palette and the animation is very nice. I understand your direction with this, going back to the old genesis and snes sort of sprite work, with scaling sprite pieces. Really great work!
I agree. I am usually not very fond of these kinds of animations, but this flows very nicely this way, and looks terrific on its own. Love it.
Totally agree - it's pretty lazy, but it also serves an artistic purpose in games - the "Wow!" factor of Treasure and old Konami games. The animation runs in real-time inside the game, meaning - each limb is drawn as a seporate scaling/rotating sprite. This way I can do a lot of cool things with this enemy - like make it lose limbs as the player keeps damaging it.
I guess some people would call this kind of animation lazy (not pure), but I understand game budgets and this looks mighty impressive to me as it is. The guy feels very massive!
Impeccable animation! Thumbs up!