07-23-2015, 07:07 AM
07-23-2015, 07:40 AM
I really like the colour choices here, non-neon. But enough colour to give mood and not hurt your eyes when looking at it.
07-27-2015, 02:37 PM
New tree
11-17-2015, 03:27 PM
I'm working on more animations for this character. Cool so far?
11-18-2015, 04:37 PM
I think the fall frame in the jump animation looks too artificial. The forearm shouldn't stay in that position, it's too straight, also, the hand on the same frame looks more like a pyramid. See what you can do with that. Oh, and a little more hair and scarf movement on the jump/fall.
11-19-2015, 03:27 PM
A lot of his movements are hindered by stiffness. You seem to neglect how spines work, he acts more like has a metal pole in place of one. Lean him into his run and punch more is my suggestion
05-06-2016, 02:02 AM
I'm back. I'm redoing the jumping and falling animation, and will try a new punch later on.
I made a kick combo attack.
Here's ledge climbing.
And here's a Zelda style roll. It's pretty ridiculous when looped like this.
I made a kick combo attack.
Here's ledge climbing.
And here's a Zelda style roll. It's pretty ridiculous when looped like this.
05-06-2016, 09:08 AM
Why does the second attack on the kick combo have a shorter range than the first attack?
The ledge climbing could probably be faster, you can try looking up the Metroid on GBA sprites for reference.
The ledge climbing could probably be faster, you can try looking up the Metroid on GBA sprites for reference.
05-06-2016, 01:42 PM
The registration for the kicks is off. The left leg jumps around a little during the first kick and snaps to the standing position of the right leg for the second kick. The outline of the scarf also changes from a dark blues to green, but I'm not sure if that was intentional or not. I didn't even notice it until I zoomed in.
The roll looks odd because he's arms and legs are always forced front and visible, as if he's rolling on his arm/side instead of his shoulder/back. It's almost like a cartwheel.
That aside, the first two are looking pretty solid.
The roll looks odd because he's arms and legs are always forced front and visible, as if he's rolling on his arm/side instead of his shoulder/back. It's almost like a cartwheel.
That aside, the first two are looking pretty solid.
05-06-2016, 02:08 PM
The kick also feels too soft. Give it a "Whip" feeling to show some power.
The sprite work is really good, though.
The sprite work is really good, though.
05-06-2016, 02:43 PM
One thing that would probably help is foot placement with your animation. I rearranged the kicking animation to give it a more natural feel.
Vs
Looking at it now, I think a few bits of the non-kicking leg should be fixed up a little bit.
Vs
Looking at it now, I think a few bits of the non-kicking leg should be fixed up a little bit.
05-07-2016, 01:49 AM
Thanks for all the quick feedback!
I may have messed up not showing the "jump" part of the second kick, nor mentioning it. In game, it's intended to work like this, so it has a much larger range than the first kick.
I tried adding some motion blurs on the kick, but I'm not too sure how it turned out. I'm also thinking the non-moving foot needs some work.
Additionally, I'm trying out a high-res version of this character that may be useful in cinematics. At this point it was just practice though.
I may have messed up not showing the "jump" part of the second kick, nor mentioning it. In game, it's intended to work like this, so it has a much larger range than the first kick.
I tried adding some motion blurs on the kick, but I'm not too sure how it turned out. I'm also thinking the non-moving foot needs some work.
Additionally, I'm trying out a high-res version of this character that may be useful in cinematics. At this point it was just practice though.
05-16-2016, 09:34 AM
I have no programming skill whatsoever. But, basically this is Deco Resource, the sprite thread I guess
Guide of style coming to a thread near you
Guide of style coming to a thread near you
05-16-2016, 05:49 PM
(05-07-2016, 01:49 AM)Runouw Wrote: [ -> ]Thanks for all the quick feedback!That jump doesn't really feel like a jump because the foot still has the appearance of being flat on the ground. It might also look better if you have an animation of him landing the kick then going back to standing rather than reversing the animation
I may have messed up not showing the "jump" part of the second kick, nor mentioning it. In game, it's intended to work like this, so it has a much larger range than the first kick.
I tried adding some motion blurs on the kick, but I'm not too sure how it turned out. I'm also thinking the non-moving foot needs some work.
Additionally, I'm trying out a high-res version of this character that may be useful in cinematics. At this point it was just practice though.
(05-16-2016, 09:34 AM)DSCXErty543 Wrote: [ -> ]I have no programming skill whatsoever. But, basically this is Deco Resource, the sprite thread I guessHey man... Don't spam other threads using my words... Or I'll sue you for word copyright infringement
Guide of style coming to a thread near you
05-16-2016, 07:05 PM
(05-07-2016, 01:49 AM)Runouw Wrote: [ -> ]Thanks for all the quick feedback!I feel like the mug tries too hard to be an upscale of the sprite (actually is it?) rather than an artwork of its own, as a result it suffers from crunched features in the face-ular region
I may have messed up not showing the "jump" part of the second kick, nor mentioning it. In game, it's intended to work like this, so it has a much larger range than the first kick.
I tried adding some motion blurs on the kick, but I'm not too sure how it turned out. I'm also thinking the non-moving foot needs some work.
Additionally, I'm trying out a high-res version of this character that may be useful in cinematics. At this point it was just practice though.