08-29-2012, 05:17 PM
09-03-2012, 10:36 AM
Thanks for the feedback guys, much appreciated! I'll be applying those fixes to the run animation pretty soon, but I'd like your opinion about the Idle Animation, which I touched up a bit:
Something about the animation seems a little off to me, so I was hoping maybe you guys could help point it out? I think it may be the way the axe sits, as well as the pose itself doesn't lend itself well to the movement I was trying to achieve.
Look forward to hearing what you guys have to say!
Something about the animation seems a little off to me, so I was hoping maybe you guys could help point it out? I think it may be the way the axe sits, as well as the pose itself doesn't lend itself well to the movement I was trying to achieve.
Look forward to hearing what you guys have to say!
09-03-2012, 05:11 PM
I think its the way the axe just stops moving near the end if the loop.
I should sway a little smoother, rather then just stopping.
I should sway a little smoother, rather then just stopping.
09-04-2012, 09:49 PM
Thanks Thumbtacks your feedback is always helpful . I wanted to try and smooth out the swaying when it comes out but I felt like if I extended the arm out a pixel, it didn't look like it swaying but rather more like he was over-extending his arm. I'll have to come up with something to try and prevent that, it's possible I may have to redo the axe so its at a better angle for his arm, but there is also the problem where someone wouldn't really be able to tell the design or the look of the axe from an Idle, which would be pretty important considering it'll be one of the first things a player will see.
In any case, I put in the axe for the run animation and also added a little head movement:
What do you guys think?
In any case, I put in the axe for the run animation and also added a little head movement:
What do you guys think?
09-09-2012, 10:52 PM
Hello all, I've been working on an Attack animation, and seeing how my first attempt was pretty horrendous, I wanted to make sure I was on the right track with this new one:
It's going to be a 3-strike combo and this is just the first one, returning to Idle. The motion blur is what I got out of Meta's tutorial as well observing motion blur from other games, I've yet to shade it though I would like some tips when shading the blur to suit the form on the axe.
I also updated the new of a enemy that was in my current game demo, the Vampire Chicken:
C+C?
It's going to be a 3-strike combo and this is just the first one, returning to Idle. The motion blur is what I got out of Meta's tutorial as well observing motion blur from other games, I've yet to shade it though I would like some tips when shading the blur to suit the form on the axe.
I also updated the new of a enemy that was in my current game demo, the Vampire Chicken:
C+C?
09-09-2012, 11:47 PM
I would save the powerful looking overhead strike as the third attack, and have some side to side as the first two, unless you already have a plan or something.
09-10-2012, 01:04 AM
After the overhead strike the Hero will bring the axe back up in the arcing upwards motion where the axe should be extended up in the air past and above his head. He'll then bring the the axe down in a two-handed fashion for a strike straight to the ground, perhaps with a little extra flair whereby he's off the ground when the axe makes contact
What are people's thoughts on how to shade motion blur to keep the weapons form and also avoid it looking too flat?
What are people's thoughts on how to shade motion blur to keep the weapons form and also avoid it looking too flat?
09-10-2012, 01:15 PM
I'm not sure if you need 2 frames of motion blur here, one might be an improvement.
09-10-2012, 06:14 PM
The new vampire chicken is certainly more creative than the earlier version. Even the cocktarice never thought about having bat-wings to complete is unusual 1/3rd chicken, 1/3rd dragon look.
That swing could look like it could break through solid objects as a powerful attack. More likely the grapple attacks could be the weak attacks while the axe is the more stronger hit, and break certain barriers.
That swing could look like it could break through solid objects as a powerful attack. More likely the grapple attacks could be the weak attacks while the axe is the more stronger hit, and break certain barriers.
09-17-2012, 03:03 AM
Thanks for the feedback, yeah I think I'll have to just have the one motion blur, I was playing around with it in game and it doesn't look quite as snappy as I'd like it. Currently working towards a deadline, so I'm crunching out a lot of rough animations for the Hero. In the meantime I was able to complete some more enemies:
Acidibis
Currently only this one frame, the attack animation will have opening his beak and revealing an organic cannon that barrages the Hero with globs of acid from afar
Dragonbird
Mid-tier enemy that relentlessly dives bombs the Hero any chance it gets
What do you guys think?
Acidibis
Currently only this one frame, the attack animation will have opening his beak and revealing an organic cannon that barrages the Hero with globs of acid from afar
Dragonbird
Mid-tier enemy that relentlessly dives bombs the Hero any chance it gets
What do you guys think?
09-20-2012, 03:44 PM
I think it's time I came in here again and dropped that deadly word everyone hates + despises
"Contrast"
I don't know if it's intentional or not, but you need to bump up the hues of your sprites. They've got this really washed out, old arcade look and it's not really a "good" look.
"Contrast"
I don't know if it's intentional or not, but you need to bump up the hues of your sprites. They've got this really washed out, old arcade look and it's not really a "good" look.
03-10-2013, 08:10 PM
Hey guys! It's been a long time I've taken a bit of a break and I'm getting back into spriting again. The game I'm working required some portraits, something I haven't done before.
So this is what I have so far in terms of preliminary shading and line art, what do you guys think?
So this is what I have so far in terms of preliminary shading and line art, what do you guys think?
03-15-2013, 08:22 PM
Hello, another update for you guys. This is another character in the game I'm working on, Stroud.
He is a ghost from the past and acts as the Hero's mentor. Had some trouble figuring out the colours as well as getting the shading to look right, but I think it turned out pretty well.
What do you guys think?
He is a ghost from the past and acts as the Hero's mentor. Had some trouble figuring out the colours as well as getting the shading to look right, but I think it turned out pretty well.
What do you guys think?
03-16-2013, 08:23 AM
I think you should be able to reduce the colour count as some shades there don't really have a lot of contrast. The brightest blue is almost invisible on white etc.
03-18-2013, 07:27 PM
That particular shade of blue is for the highlights in his non-shiny clothing, though I guess when I shade areas like his face, I don't necessarily need that one there competing for the same space.
Anyway, I worked on some animations for him, namely the idle and how he appears to the Hero in the game:
Here's a separate link if the details are hard to see
Tell me what you guys think!
Anyway, I worked on some animations for him, namely the idle and how he appears to the Hero in the game:
Here's a separate link if the details are hard to see
Tell me what you guys think!