Quirby's seemingly clever assortment of Pixels - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Creativity (https://www.vg-resource.com/forum-126.html) +--- Forum: Custom Sprites / Pixel Art (https://www.vg-resource.com/forum-127.html) +--- Thread: Quirby's seemingly clever assortment of Pixels (/thread-25648.html) |
RE: Quirby's seemingly clever assortment of Pixels - Thomas_S - 03-25-2015 (03-25-2015, 08:18 AM)Kelvin Wrote: Wow, it's a sham! XD His chin should be a bit pointier, though. See in the pic, he's got kind of a sharp chin? I side with him. Kelvin, I mean. RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 04-02-2015 I RETURN FROM THE SPRITE COMPETITION. AND LAZINESS. ShamWow Advance : Pointy Chin Edition Also, if there was a Test Drive game on the RCA Studio II. ...I'm good with game titles, m i rite guis!?!? RE: Quirby's seemingly clever assortment of Pixels - Joxon - 04-02-2015 I feel like the SW guys face shouldn't jut in as much as I does. It should be a little more straight. RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 04-13-2015 ShamWow Advance : Slightly-Less-Jut-In-Face...Edition ...It looks a bit off now. Then again it was always off. XP And now, two Beam'em'up people. (Just imagine the guy in the white t-shirt has really greasy hair or something, that's what I was going for. And the bottom frame in the 2nd image isn't complete.) RE: Quirby's seemingly clever assortment of Pixels - Rederik_Wood - 04-13-2015 The walk cycle is rather harsh in how rough it is with the quick, snappy movements. Another point with his legs is that he appears to be an upside-down helicopter, in regards that his left and right legs seem to change positions on his body as he steps, something that no human being can accomplish in realistic and nonfatal/noncrippling circumstances. No doubt you based this off of the simple walk cycle Mario has in the first Super Mario Brothers game, which by using reference is a good start, but there's a discrepancy here: Mario's sprite is so simple, it's ambiguous which leg we're looking at, whereas with yours, the dither shading has made it obvious as to which leg it is. If you're going to keep it obvious, you want to double the number of frames so that the legs do not pull a switcheroo. Try to keep the character centered between the maximum and minimum strides of the legs, the human body does not jerk like that while walking, it should be smooth, not choppy, within the side view, the torso and head should only be seen rising and falling with the strides as the legs are extended, and brought back to full posture. RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 04-16-2015 Added two more frames and it looks nicer. Don't mind the black rectangle over the guy, it's just a marker I used so that the animation doesn't go crazy, with my great skills at putting a new frame in the same spot as the last. Also, anything else on ShamWow Advance before I call it done? RE: Quirby's seemingly clever assortment of Pixels - Kelvin - 04-22-2015 You should give the running cycle an even number of frames. An odd number makes it look like he's limping. A good way to do it is to have one leg do a full animation cycle, then copy it and darken it, offset the frames by half the number, and then layer the background leg behind the foreground leg. It'll make them look even and consistent. Take a look at my running cycle here: RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 04-23-2015 I tried making an 8th frame, but in animation it look weird. I did try what you were going for, though. So what did I do? I "meh"ed that and tried to do the 4 frame walk cycle with undithered legs. Best one so far. RE: Quirby's seemingly clever assortment of Pixels - Kelvin - 04-24-2015 It would look good if the clear outlines didn't make it obvious the legs weren't moving all the way. Old games got away with incomplete walk cycles because they didn't have outlines or any way to tell one leg from the other while moving; your sprite is too clear for that trick. Also, there's no real passing frame, the frame where the leg is straight and moving back with the other one in the air moving forward, so as it is now, he just looks like he's skipping. RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 05-24-2015 It's time to work on everybody's favorite nameless fighter. Really, I need names for these guys. I admit, I didn't work on the walk cycle, BUT The dude's getting closer and closer to actually fighting! RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 05-25-2015 Quick update with a full combo. RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 05-29-2015 My idea in all of it's isometric-y glory. Taking idea from The Last Ninja games from the Commodore 64 era. Because isometric beat'em'ups I'm pretty sure don't exist besides that game. RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 06-07-2015 PROGRESS. (Excuse my terrible idea of what being punched in the air would sound like, I don't wanna get punched into the air to scientifically prove what it'd sound like) RE: Quirby's seemingly clever assortment of Pixels - Quirby64 - 07-05-2015 I haven't done much spriting lately. So have some #2sweg4me RE: Quirby's seemingly clever assortment of Pixels - shrubbyfrog - 07-05-2015 Pacman's feet look kind of blocky to me. Maybe round them out a little bit? |