Just a-walkin' down the street

Just a-walkin' down the street

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Just a-walkin' down the street

Title: Just a-walkin' down the street
Pixel Artist: Carnivac  (Level 8 Behemoth :: 21254 points)
Posted: 6/10/2014 06:59
Palette: 43 colors
Statistics:  15 comments    7 faves    0 avatars

Just a sample animation from a phone game I'm developing with a friend.  This doesn't show the actual gameplay, just the test of the male walk cycle template.  Six frames.  I usually do eight but given that there are a lot of alternate pieces I figured six would be the lowest amount and quickest to do while still retaining a sense of smoothness that four frames wouldn't.  

Player character and non-player characters are all created via the same mix n' match parts system of legs, torsos, heads, hats and a face accessory (glasses, beards, masks, smoking pipe etc) and have two overlay sprites under the face accessory for blinking/closed eyes and mouth expression.  Parts can be won/collected/bought. 

This test animation was a bitch to do because the background is made up of 16x16 tiles and the walk animation being six meant it has to loop through three times before the sprites and background are synchronized and I made a lot of errors before I finally (I hope) got it right.

Also had to trim that preview image real tight to get it under 10k.  Will replace it when this has been through the front page and such.

Best viewed zoomed in to look low res (like all my stuff... I don't do HD)


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Mandrill (Level 9 T-rex) @ 6/14/2014 07:57

You can't do any better with just six frames I think.

Awesome work, as always.

jok (Level 11 Master Assassin) @ 6/13/2014 04:32

as for 6 f. looks very smooth

ruberboy (Level 1 Rookie) @ 6/12/2014 05:07

very cool. Just perfect.

Retro doesn't limit. I think limits actually are good because for example if you work at a limit size its like a grid. And a grid makes you work bounded by it and its not like drawing were you have infinite variable lines and its more difficult (as I see it). The same can be said of color limitation :D.

Good work :D

Ęslet (Level 1 Rookie) @ 6/11/2014 13:47

I think this looks fine, but I will be a jerk to animation anyway. Had tried many times on GBA, I have a little subgame for it.

Carnivac (Level 8 Behemoth) @ 6/10/2014 14:33

If I could 'Like' posts here like on Facebook I would do so there.  :)

ZiggytheNinja (Level 1 Jukyu) @ 6/10/2014 14:12

Singin' Doo wa diddy diddly dum diddly dee

Carnivac (Level 8 Behemoth) @ 6/10/2014 13:43

I never feel restrained by the retro stuff.  I feel like they focus me.   Also they help keep my OCD under control.  Do you know how much time I save using a 'preset palette' like those of the CPC or NES?  Stuff like this I'm forever tweaking between the millions of colour values.  I need someone actually here in the room to just pull me away from the computer and say 'STOP.!  THOSE ARE NOW THE COLOURS! NO MORE TWEAKS!"  :P

felchqueen (Level 6 SWAT) @ 6/10/2014 13:20

All looks good to me, really nice characters and nice to see what you can do when not restrained by retro restrictions. :D

Carnivac (Level 8 Behemoth) @ 6/10/2014 12:13

I did try the gut (since that torso is animated anyways) but I can't have it come down much and was struggling with 'sub pixel' animation on it.  It's not important at moment though and it's something I can add later on.   Hair is unlikely to be animated at all.  There's just too many head sprites to get through and every extra frame of animation will just add to it (and confuse the current engine somewhat since all heads are quickly loaded in bundles and it expects only one sprite per head.  I'm not even doing my usual front/back view turning sprite stuff for this).  This project is not a 'labour of love' like my CPC projects are.  It's simply an attempt to get something out then and bringing in enough pocket money for sandwiches at the least hence trying to find a compromise between decent-ish looks and efficient/quick graphic resource creation.   If I start adding all the stuff I would normally do then I won't meet the deadline we set for first release. :P 

ptoing (Level 7 Underboss) @ 6/10/2014 12:06

Looking good. Maybe some secondary motion on parts of the hair or maybe even the chubby guys gut?

Pixelart_kid (Level 6 SWAT) @ 6/10/2014 11:34

Nice animation base!!


Carnivac (Level 8 Behemoth) @ 6/10/2014 10:58

Thanks and yeah 6 seems fine.  Actually the torso is really only 4 frames doing a 1,2,3,4,3,2 forward/backward loop.  Can get away with that with the the arms but obviously wouldn't work on the legs cos the knees are far more important than elbows when walking. :P

jalonso (Level 11 Godfather) @ 6/10/2014 10:08

6 frames work just fine here and look very smooth.

Carnivac (Level 8 Behemoth) @ 6/10/2014 08:26

Shh. It's one of the selectable character part sets that somewhat resemble a famous character but it's not reeeeeally.   There's also a not really 'Doctor Who', not really 'RoboCop' and a not really 'Indiana Jones' and other such things.

StoneStephenT (Level 8 Ruby) @ 6/10/2014 08:20


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