I want to make his run cycle smoother. How do I do this?
his sheet (condensed for now)
Older cycles
New sprite for the run. Made some changes.
-update-
heh
animate it. its the only way we can see of its smooth or not.
on the legs, i think something is lost, because from 4th to 5th frame, his right leg moves from the front position to the back position.
on the arms, the 5th frame is moving forward, but the 6th frame is a backwards position
and the bandana should have secondary animation
(02-06-2011, 12:09 AM)Murderbeard Wrote: [ -> ]
on the legs, i think something is lost, because from 4th to 5th frame, his right leg moves from the front position to the back position.
on the arms, the 5th frame is moving forward, but the 6th frame is a backwards position
and the bandana should have secondary animation
Alright, guess I'll have to reorder the sequence. Do you have any suggestions on what could help me (ex. tutorials, programs, etc.) to fix the issue?
Also, which program did you use to animate it? I can't find one that doesn't put a watermark across the middle of the image.
This seems to have smoother motion.
I changed his porportions to better match my character sketch, and I haven't shaded the body yet. Not sure I should continue with this version or try again.
I used Graphics Gale, btw.
Did you shade the legs? It's very important, because it helps separate the L from the R.
The arms technically move correctly, but I think you can add more life to them, they look so stiff.
Be careful not to make everything move at the same rate, ie animating in-betweens EXACTLY between the endpoints. I suggest you study some running sprites in games for this.
I like that you've added movement to the bag to show the body's rotation. You could do the same with the head.
Run cycles are tough stuff, so just keep it up! We'll try to help as much as we can.
I haven't shaded the legs yet, I didn't want to put alot of work into it untill I felt the motion was right. I've studied alot of run cycles, everything from the simple Mega Man/Simon belmont from NES to as complicated as all the Metal Slug and Castlevania sprites of today (SOTN still my fave)
Thank you for the advice, and I'll look up that program. And I have to thank Smithy too, he pointed me to a very good reference book, and I'm a bit of a fan of his work too.
Castlevania walk cycles always seem so floaty, though. It's like, hi i'm leisurely strolling through dracula's castle. Whot.
Also, Smithy's generally awesome like that.
(02-09-2011, 10:19 AM)Murderbeard Wrote: [ -> ]Castlevania walk cycles always seem so floaty, though. It's like, hi i'm leisurely strolling through dracula's castle. Whot.
Also, Smithy's generally awesome like that.
Heh heh, that bit about Castlevania walks. Now it makes me think of Monty Python's: Ministry of Silly Walks. Picture Alucard or Richter doing some of that.
And as for Smithy? I saw his 8-bit Hindel and Wagner, I nearly choked on my coffee. Phenominal.
Otherwise, here are some of my other run cycles: I'm not sure whether I'm losing skill or forgetting it.
(02-11-2011, 01:04 PM)[fish in space] Wrote: [ -> ]http://www.manningkrull.com/pixel_art/tu...alking.asp
this is a fairly great tutorial on walk cycles, mostly because it doesn't give you a rigid structure but a loose guideline. it still helps a lot.
I've actually used this tutorial before. It uses a comination of "Strait ahead" and "Pose to pose" animation. The problem I find, is it doesn't really cover running. I also looked at:
http://s14.invisionfree.com/Pixel/index....wtopic=169
which tends toward Pose-to-pose, so things end up looking ridgid. I've tried applying both. I think I just need to continue to observe and practice at other run cycles.
here's a good bit of info I've found
(02-11-2011, 01:12 PM)Kaikimi Wrote: [ -> ]here's a good bit of info I've found
RAWK! Thanks Kai!