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TheMario360 (Playable character) (?)
#31
(05-28-2014, 10:28 AM)Paladin Wrote:
(05-28-2014, 10:22 AM)TheMario360 Wrote: Here you go. I almost didn't bother animating this, as I'm trying to work on my webcomics at the same time. DX

I think you forgot to include the image...

Whoops your right.
[Image: chkzsj7.gif]
I make webcomics. You can check it out if you want.

[Image: Thomas%20amp%20Zachary%20banner%202_zpsyzdyyste.png]
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#32
Have his upper body lean a bit. Right now, it's way too vertical and doesn't mix well with the back leg and with how much his front knee jumps out. Looking at his feet now, his front foot loses a pixel. His back foot doesn't give the impression of of overlap/bending. It removes visual oomph from the punch.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#33
(05-28-2014, 03:18 PM)TheShyGuy Wrote: Have his upper body lean a bit. Right now, it's way too vertical and doesn't mix well with the back leg and with how much his front knee jumps out. Looking at his feet now, his front foot loses a pixel. His back foot doesn't give the impression of of overlap/bending. It removes visual oomph from the punch.

I'll get on that later. Right now my brain is fried.
I make webcomics. You can check it out if you want.

[Image: Thomas%20amp%20Zachary%20banner%202_zpsyzdyyste.png]
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#34
Here's a crude edit to show what I mean along with a few other things.

[Image: z5K7ry7.gif]


LOAD UP:
-closer arm winds back
-further hand's momentum remains close to the what it was before --nearly zero
-puts more weight on back leg -> the bend
-second frame longer

Punch:
-body moves forward a bit
-back foot doesn't rotate forward anymore (bad edit)
-->gives impression of rotating hips better I think
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#35
(05-28-2014, 04:36 PM)TheShyGuy Wrote: Here's a crude edit to show what I mean along with a few other things.

[Image: z5K7ry7.gif]


LOAD UP:
-closer arm winds back
-further hand's momentum remains close to the what it was before --nearly zero
-puts more weight on back leg -> the bend
-second frame longer

Punch:
-body moves forward a bit
-back foot doesn't rotate forward anymore (bad edit)
-->gives impression of rotating hips better I think

Sorry this took a while. I didn't have any drive to do this along with being busy with other projects. This is my first rough edit.
[Image: pCa2aw0.gif]
Do you think he moves TO much?

Also started working on Hurt sprites
[Image: TM360hurtsprites_zps23c659d4.png~original]

The first two are the same, except for the eyes (I can't decide on witch to use) and the last one is the burnt sprite
I make webcomics. You can check it out if you want.

[Image: Thomas%20amp%20Zachary%20banner%202_zpsyzdyyste.png]
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#36
(06-12-2014, 10:15 PM)TheMario360 Wrote: Sorry this took a while. I didn't have any drive to do this along with being busy with other projects. This is my first rough edit.
[Image: pCa2aw0.gif]
Do you think he moves TO much?

Ohhhhhh no no no no no... Shy
A character should never slide when they're punching, no matter how cartoony of a style you're going for. There's a lot of logical reasons why but let's just say that's a big no no. But one foot can slide and still look natural, like your first one. Keep that one!

Oh, and your hit sprites look nice! But the hands on the left two look a little wonky, like the palm has an angle to it. Rounding a bit might help.
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#37
I made 2 different edits to the punch.

one where the foot he is anchored on alternates
[Image: ldvUK9V.gif]

and one where it stays the same.
[Image: l1fPu6b.gif]

I also edited that hand on two of the hurt sprites
[Image: vGnutXd.png]
I make webcomics. You can check it out if you want.

[Image: Thomas%20amp%20Zachary%20banner%202_zpsyzdyyste.png]
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#38
I'm not the greatest at explaining things, but when I said

me being unclear Wrote:-further hand's momentum remains close to the what it was before --nearly zero

The point wasn't to tell you what I did. I meant to try to say that there is subtle movement instead of the fist being completely still. It adds subtle life and breaks things up so the animation is less rigid and stiff.

...Basically move that back hand, even if it's just a pixel offset. Prefably forward and down (interpreted as extension...Extend the back fist). It'll help.
______________

The first punch looks better than the second. But, I think the anchoring of the back foot is off a bit. Its okay if he slides back on the back foot during the build up. However, on the extension, his back foot shouldn't go back to origin, it should remain back there and the front foot should slide forward instead.

This brings me to the issue of why I don't like the second. The anchoring makes no sense at all. Besides the back foot being jittery, all power is lost. That's like swinging a baseball bat and instead of anchoring the backfoot and having forward momentum, you anchor the front foot and have backward momentum hehe. If you don't get it, try to punch something while anchoring your front foot. How strong does your punch feel?
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#39
(06-13-2014, 12:55 AM)TheShyGuy Wrote: I'm not the greatest at explaining things, but when I said

me being unclear Wrote:-further hand's momentum remains close to the what it was before --nearly zero

The point wasn't to tell you what I did. I meant to try to say that there is subtle movement instead of the fist being completely still. It adds subtle life and breaks things up so the animation is less rigid and stiff.

...Basically move that back hand, even if it's just a pixel offset. Prefably forward and down (interpreted as extension...Extend the back fist). It'll help.
______________

The first punch looks better than the second. But, I think the anchoring of the back foot is off a bit. Its okay if he slides back on the back foot during the build up. However, on the extension, his back foot shouldn't go back to origin, it should remain back there and the front foot should slide forward instead.

This brings me to the issue of why I don't like the second. The anchoring makes no sense at all. Besides the back foot being jittery, all power is lost. That's like swinging a baseball bat and instead of anchoring the backfoot and having forward momentum, you anchor the front foot and have backward momentum hehe. If you don't get it, try to punch something while anchoring your front foot. How strong does your punch feel?

Edit.
[Image: NyTLTxV.gif]
I make webcomics. You can check it out if you want.

[Image: Thomas%20amp%20Zachary%20banner%202_zpsyzdyyste.png]
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#40
Lookin better. I just noticed that there isn't any actual back leg extension. It might be due to the back leg bend frame not bending far enough (so the upper body moves back a bit). Pixel-wise, your extension only adds vertical power/movement/momentum/whatever where you want more horizontal momentum.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#41
(06-13-2014, 11:13 AM)TheShyGuy Wrote: Lookin better. I just noticed that there isn't any actual back leg extension. It might be due to the back leg bend frame not bending far enough (so the upper body moves back a bit). Pixel-wise, your extension only adds vertical power/movement/momentum/whatever where you want more horizontal momentum.

So... Move the arm another pixel? (Up? Down? Left? Right?)
and have the torso lean back more?
I make webcomics. You can check it out if you want.

[Image: Thomas%20amp%20Zachary%20banner%202_zpsyzdyyste.png]
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#42
I don't really wanna tell you exactly what to do. It's better if you get an intuitive reason for why.

...

Closest arm back-[up or down]. Furthest arm forward-[up, down, or same height, doesn't matter as long as it looks like extension]. Upper body (including hips) forward atleast one more pixel on punch extension. Notice that these are very small subtle edits.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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#43
[Image: fQmX0Hy.gif]

If it's taking me this long to do punches... I can just imagine kicks...

I feel like I placed him to close to one side of the box...

FREEZE! I added that status effect to my hurt sprites.
[Image: TM360hurtsprites_zps07b158a7.png]
I make webcomics. You can check it out if you want.

[Image: Thomas%20amp%20Zachary%20banner%202_zpsyzdyyste.png]
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#44
I made the first of a few sprites for the strawberry status effect.
[Image: TheMario360walk1_zpsc1763ef1.png~original]
I make webcomics. You can check it out if you want.

[Image: Thomas%20amp%20Zachary%20banner%202_zpsyzdyyste.png]
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#45
(06-13-2014, 02:41 PM)TheMario360 Wrote: [Image: fQmX0Hy.gif]

If it's taking me this long to do punches... I can just imagine kicks...

Your upper body animation looks decent, but the lower body is really jittery and unstable. It seems his hips change width at some points, and all that sliding is really not necessary. His right foot also seems very static, if you could give it some rotation with the proper leg movement, it'll look much improved. It's kind of difficult to explain, so again, look at some references and focus on how the lower body behaves when throwing punches.

As for the hat, I think at that angle you should only be able to see the bill.

Your quality seems to be improving, though, so keep at it.
[Image: shrine.gif]
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