Sylvia's walking cycle

Sylvia's walking cycle

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Sylvia's walking cycle



user
Title: Sylvia's walking cycle
Pixel Artist: ink  (Level 6 Made :: 14820 points)
Posted: 5/17/2015 17:19
Palette: 18 colors
Statistics:  6 comments    8 faves    0 avatars

Well, now it's done. Here's my first frontal walking cycle, and the first character for that game that'll likely never get finished I'm working on. She's one of plenty of people that the player, a ghost, might possibly spook. Most of the time, she's just doing her 1950's everyday thing, living in a haunted house and all.

200% of this would be how you see it in-game.

If you see any errors, please tell me. I'm as inexperienced as they come as an animator, so there's probably a lot of possible fine-tuning I have missed. Or even bigger errors that my eyes just won't register anymore.

Discussion

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user
ink (Level 6 Made) @ 5/25/2015 02:07

Ah, yeah, I was refering to the whole head with the one pixel thing. You're right about her mouth and nose. I'll implement the changes asap.


user
Hapiel (Level 11 Bonsai) @ 5/25/2015 01:34

Ehm, actually her nose and mouth move 5 pixels horizontally... You could recude it to 1 :)


user
elilaos173 (Level 4 Murderer) @ 5/20/2015 09:42

Wow, beautiful! I like the colors 


user
ink (Level 6 Made) @ 5/19/2015 01:39

Adarias: Oh god, the head rotation. It's really just one pixel, and her head looks really stiff if she doesn't rotate it at all,- I added it after someone suggested that she ought to be an alien monster in disguise if she doesn't move her head at all, hahah. Here's a link to the previous version, where she was holding her head still: s26.postimg.org/x8t7km91l/frameorderreversed.gif What should I rather go with? The difference looks radical, but it's actually minimal, and that's my biggest gripe, since otherwise I would just take the middle route.

I noticed that it looks as if she was stomping, too, and was thinking it's probably because the movement of her arms and legs might be too extreme, too, but can't change too much about that now without reworking everything. Then again I wanted to use that animation as a basis for refining the walking cycles of the other characters and still ought to test this in a game environment. The player rarely, if ever, sees her taking more than three steps forward at a time, and I thought that might remedy the "power" of her steps a bit. Otherwise, I'll know what to look out for with future characters.

MalevolentMask: I actually know nobody who owns a skirt even remotely similar to that, if even any skirts at all. I ended up improvising and concentrating on trying to give the folds semi-logical movement.  I noticed how much the rotation that was there at the start seems to still be there, and really, am just happy that the next bunch of characters will wear pants. :y


user
Adarias (Level 11 Bonsai) @ 5/18/2015 16:38

It feels a bit more like a stomping cycle than a walk cycle, though I don't know if that matters to you.  I might also suggest rotating the head considerably less -- we really don't turn our heads unless we're shifting our gaze.


user
Sarahboev (Level 8 Odds and Ends) @ 5/18/2015 15:30

Looks great! The only thing that seems a bit off to me is how the skirt flows. Maybe try wearing a skirt and filming yourself as ref would help? It seems as though its rotating around her waist, but maybe i'm just over thinking it. :0


Related & Tags


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