The animation is too choppy. What would you say about adding some more frames in there?
Not only that, but it's extremely stiff. His entire body should flow with the motion of the swing, for maximum range, and for more physics-based animation.
(12-11-2014, 12:09 PM)E-Man Wrote: [ -> ]The animation is too choppy. What would you say about adding some more frames in there?
Uhh.. Conflictions. MIDI said that the extra frame I had originally slowed down the animation.
PS. It was a pain in the a$$ to get that gif. Only because I have a slow internet on my PC.
Edit:
I tried to make it less stiff but i don't think it turned out quite right.
I think what E-Man was looking for was an anticipation frame. Note the second frame pulls back even further, making the animation look a bit smoother while also adding the illusion of force to the swing. I also changed the legs because they jitter around too much the way that plays.
[EDIT]
I changed the mouth so it doesn't open into a rectangle. It just looks creepy when it's like that, like a mad puppet or something.
The hem of his pants on the forward leg is still jumping around. Clone the forward foot over all frames to fix this.
There you go! Looks much better now!
(12-10-2014, 08:43 PM)Joxon Wrote: [ -> ]
Bombuh.
Throw. Basically a chop edit. The blur feels weird to me.
Don't firget about these!
Edit: I just compared the bomb to PBG and it was WAY to big compared to him. So I tried to resize it.
And here's one that's slightly bigger.
Left chop.
Oh. And I realized a little problem... When PBG chops to the left he switches hands. Do you guys think I should switch his sword hand in left sprites or does it not matter?
The shirt isn't following the same shading as the rest of the body.
The problem there being that the shirt more follows depth shading than ligh source shading. If I make the left side lighter, it won't really look like it's farther back. Unless you have a good suggestion to make it work?
Regarding the hand switching problem, there is no real shame in simply mirroring the sprite because a lot of major games do that. Still, if you are willing to go through the trouble of getting it to look right, I recommend the hand switch. Just be wary that you might need to apply a lot of edits to the body, such as having the torso twist away from the audience, to have you character maintain a good silhouette.
The only reason old major games did that was because of memory limitations. These days, it's a sign of laziness not to go through the editing effort, as memory is no longer an issue. The only time you can get away with just flipping sprites is if the lightsource isn't changing, and the character's design is symmetrical.