Keep up the great work guys, loving the style. There are some beefs I have with some animations, but it's definitely nothing to worry about for the time being.
...might try to make a character sometime >:D
Also working on forward movement and Punch 1.
That idle is very, very stiff. There is not nearly enough motion in the actual pixels. The knees should be bending for a motion like that. If it's meant to be a simple breathing animation, you can get away with just modifying the pixels to create the "breathing illusion", or using subpixeling on the details.
(His) right arm is also noodley
Whipping an edit up right now if you don't mind, actually!
quick little sloppy edit, but hopefully it should give you a better idea of what you should look for wrt the character's build.
(03-19-2012, 06:10 PM)Action Bastard Wrote: [ -> ]
Also working on forward movement and Punch 1.
So wait, did you get yet another new character again? Just curious.
(03-19-2012, 06:28 PM)Mighty Jetters Wrote: [ -> ] (03-19-2012, 06:10 PM)Action Bastard Wrote: [ -> ]
Also working on forward movement and Punch 1.
So wait, did you get yet another new character again? Just curious.
It seems like that, but I just majorly edited archer boy, joebutler has an archer, and I just did some aesthetic changes as well.
SO TYVON: I'm just going to take that and run with that if that's okay with you.
Some progress, now he's too jumpy it seems, and I'm going to work on breathing after a little break and some Bulls whooping the Magic.
The leg sliding like that doesn't really make a whole lot of sense and there's no upper body movement.
unrelated: butt poop fart
THIS WAS ACTUALLY KIND OF FUN????
suddenly,
That looks good! However, everything apart from the head and torso transform, which... makes it seem a bit odd. Perhaps a bit of tweaking around the head would do the job.
It's funny because the sprite looks like Vipershark's counterpart :B
I think I'm going to legitimately need a lot of help with animating anything if I actually want to finish a sheet, because so far all I have is this very obvious WIP of an idle. I don't know if I a terrible animator or if I worry too much about how everything looks and just give up halfway through.
I was actually working on an Idle for you (edited from your original sprite), was saving it for later, and it isnt done yet, but if you want to go off of what I have so far, feel free, and if you decide to not sprite her, then I will try if you want.
(03-19-2012, 08:28 PM)Chris2Balls [:B] Wrote: [ -> ]It's funny because the sprite looks like Vipershark's counterpart :B
two of tsr's giants squaring off
@Tyvon, it's REALLY great and all, but it doesn't really fit the unfinished feel of the official sprites. There's too much shading.
That's honestly what I feared the most while I was working on it :C
(03-19-2012, 08:36 PM)Sir Zadaben Wrote: [ -> ]I was actually working on an Idle for you (edited from your original sprite), was saving it for later, and it isnt done yet, but if you want to go off of what I have so far, feel free, and if you decide to not sprite her, then I will try if you want.
Thats a rather awkward looking stance.
(03-19-2012, 07:44 PM)Action Bastard Wrote: [ -> ]
Some progress, now he's too jumpy it seems, and I'm going to work on breathing after a little break and some Bulls whooping the Magic.
The problem is the bad animation design, mate.
Okay for your sake and others I'm gonna throw out some general tips regarding the subject, mainly for non-looping and double-backing animations as that's mainly what's used in fighting games (1-2
4 and 1-2
4
2 respectively)
Draw out your origin and destinations in frames 1 and 4(or 3, but I'll get to that later). These should be rather different than each other, of course. If your character's fighting stance is bending his knees with his fist to his chest, you would generally draw out his most extended and most retracted in the two frames. An attack is far more direct, just drawing the start of the attack and the end of it. From here you would use 2 and 3 as tweening frames.
But what if the stance isn't so linear or you want to have a frame dedicated to going back to the stance from an attack? It's fairly simple, just move your destination to frame 3, and instead use 4 as a tweening frame.
An important thing to remember is that your character (most likely) has limbs with joints at least somewhat similar to your own. They should bend at consistent points. While sometimes you can take shortcuts in animation and get a decent result, doing things like just moving the foot then cutting meat off the thigh and ankle to make it fit again typically are very unappealing.
EDIT: Shit, page-ending post again.
(03-19-2012, 07:46 PM)Alpha Six Wrote: [ -> ]
suddenly,
Hips-down is great, but it's kinda too obvious with the floating head and limbs. You might be able to hide it better if you add more life to the floating parts.(such as making the front hand tilt up or down, or some movement to the loose part of the beanie(I think?))