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Thanks for your input!
[Image: iaza19259412570900.gif]
I tried to change most of it.
I'm not a fan of that bobbing.
Try something smoother like this Big Grin
[Image: s56Qy.gif]
Looking at it I think the problem is the leg length doesn't stay constant.
[Image: BAxT2.gif]
but, idk Unimpressed
He is leaning back TOO much. When trying to see if your sprite is balanced, flip it horizontally. It will show the character facing the opposite side so you have a broader perspective on whether it is balanced or not. Probably move the head a pixel or two forward.
[Image: Oddgu.png]

it looks weirder to me but okay.
EDIT: [Image: iaza18283558560700.gif]
To be honest, I think it would be better to have a bouncy, 4 frame run for this sprite. I just don't see this guy having a smooth animated walk...
[Image: iaza18283512887800.gif]

Like this? Reminds me somewhat of Cave Story.
[Image: NlefT.png]

[Image: bjVGH.gif]
(05-13-2012, 10:29 PM)Arisa Wrote: [ -> ][Image: bjVGH.gif]

cant unsee the backwards walk.
I forgot to shade the feet accordingly. still you can learn something from there
Sorry if I didn't update sooner but I was sick.

Heres an update of the walking: [Image: iaza18283569017600.gif]

And heres one of the weapons in the game that need major C+C: [Image: iaza18283599017900.gif]

Not sure on how to move the head or body. Any ideas?
Well, backwards, due to recoil

Reminds me of an old TUGS contest where I failed gorribly at making a gunshot animation.
[Image: iaza18283534689800.gif]

Better?
I would let his foot in place. Catch the recoil with the upper body, the lower body should mostly stay stable.
Don't make the firing effect that dark.
if you're fully intent on making a game out of this, then get rid of the transition frames for getting the gun out. all that's going to do is delay the actual firing of the gun, which would be awkward in a platformer setting. see: mega man, metal slug, contra...
Example Wink
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