Oh wow. You've definitely got that old-school FPS look going on. I've never been a fan of chrome shading but these are quite well done!
My main suggestion here would be to raise the number of frames a little bit or adopt a different animation style. The current style you have here is stand-left-stand-right but it's possible to achieve a smoother animation by drawing two walking frames and flipping them to make a 4-frame animation. It's kind of hard to explain, but
Chrono Trigger did something similar by flipping a 3-frame animation to make a 6-frame animation. This flipping will only work for the front-facing and back-facing sprites, but since those are the most commonly seen sprites it might help to make them a little smoother.
thanks, dragon! i am using 4 frames, but ill admit my animations are stiff, ill look into the thing of the 3 flipped frames to see if that helps, i think doom 2 actually did something like that too
Wow, these look really goos. I wasn't sure if they were rips or not at first.
updated orb monster, changes where made to address in game visivility and size. none of the frames are final since it still needs more ingame testing, ill put a wad file later in case you guys want to use it
Geeze Louise, those are some impressive sprites!
updated rotation of the ocataminator, ill have to redo all the frames to adress some engine hiccup (turns out this monsters in particular needs a symmetrical design)
I am continuously impressed, here.
thanks Ton
did another rotation
also here is an unfinished preview of the walk animation, its looking crappy, anyone has suggestions on how to improve it? (its going to have 3 frames in game, mirroring them to make the 4-6 frames)
Darn... Creating all those frames in such perfect condition, it would be a utter nightmare to do the same on my current pixelart.
It really shows that you are a master of your trade. Kudos to you!
thanks
although to be fair my work is not really pixel art in the strict definition. i pretty much paint my work as if it was a regular illustration, it saves a lot of time, but the trade off is that my sprites end up lacking the pixel perfect precision of pixel art