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'Pokémon Endless Adventure'
Requesting Sudowoodo dressed as a Christmas tree.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
Thanked by: Vaati
Haha, those 'bumps' on his chest could be lights!
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[Image: GiantPKMN4.gif]
Thanked by: Ton, Teeks
Sorry post here.
Hey, Josh! I'm a fan of your work and am creating a game using your sprites. I'll put the credits, dont worry.

The game engine will be done in Ragnarok Online.
I wish I could talk to you about my project, it would be great.

I await your response.
Thanks, ADM Ichi.

[email protected]
Ciao.
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For someone with more strength than Metagross that punch is really lazy and doesn't look like it could hurt anyone.

Come to think of it, the whole sheet is pretty lazily done. The walking animation is nothing more than feet and other parts pasted over a single base sprite without consideration take into how Azumarill would actually run. Azumarill does not have legs, just feet, which means hes going to fun like kirby. His body is going to rotate with his feet. and the tail is probably going to move just a smidge, you know, maybe a little bit.

You're going to need to do more than just paste parts over a single sprite, you're going to have to resprite every single frame to make something that resembles a decent animation.

Isn't this like, the third time I've said this?
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You know only half of the Azumarill don't have Huge Power, right? So half of them can only have a Possible Max Attack of 218

For the most part, his feet move like Kirby's in the run, I just don't have his body turn, which I'll Fix, and I forgot to move the Tail, so I'll fix that...And yeah, I'll make the arms Move more too

Edit: Fixed:

[Image: tag243.png]
[Image: smugnificent.gif]
[Image: GiantPKMN4.gif]
Thanked by: Ton, Teeks
Joshr, take a good look at all of your animations. Put them in an animator an look at all the static parts. Azumarill's ears look really floppy, why is there no bounce in any of the animations? And I don't mean move pixel or two up and down from the same static pair of ears you've used throughout the entire sheet - that would be lazy d: When things move they change shape entirely, you're going to have to do a little more than copy and paste a bunch of different pieces together. Do these even animate fluidly (genuinely curious btw)? Look at how Azumarill goes to the side, and look how his ears stay the exact same shape. His ears are attached to his head, so they should turn with the body.

In Azumarill's punching animation, I'd find it hard for him to hit anything as hard as he could without him being back and moving forward or winding up to throw the punch. He still doesn't look like hes trying to hit something. Actually imagine if Azumarill were trying to, oh, say, Ice Punch Zapdos (lol), do you think he'd stand perfectly still and turn his body d:?

I also don't particularly like the feet. Why is one stretched out to the side so much? Why does it look like hes on the balls of his toes? Standing like that would make him look off balance. In the running animation, why do some frames look like he's doing airplane movements (like a kid would), but others have it look like his arm is actually thrusting forward?

All in all, you're going to have to resprite it frame by frame for these animations.
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Fixed:

[Image: tag243.png]

[Image: 184idle2.gif][Image: 184run2.gif][Image: 184att2.gif][Image: 184spatt.gif]

I made the ears as bouncy as they are in Battle Revolution (since they don't really move in B & W), I made him lean back to get ready to punch. The feet are like that because his left foot (our right) is facing the Viewer, and it looks like he's standing on the balls of his toes because that's how he appears in Black and White, and partially in the Artwork
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I think the ears of the idle should bounce more as he leans back and forth. They look kinda stiff. Try to make them bounce like the way you made them for the other poses.
[Image: 27348983yu7.png]
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I think I got it:

[Image: tag243.png]
[Image: 184idle3.gif]

I made them bounce together instead of having one ear curl and the other uncurl
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Much better!
[Image: 27348983yu7.png]
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The punch is still wrong. Do the punch exactly the way its done in the animation in real life, look at how uncomfortable that is.
http://www.youtube.com/watch?v=z-USOcmAG...re=related
Look at the part where Machamp hits himself in confusion. That looks like an actual punch was thrown.

Oh, and you might want to look at the lengths of the arms, one might find it odd to see that the arm farthest from us is longer than the one closest.

But yeah its better

EDIT: Im pretty sure if Azumarill leans back his ears would reflect that
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That Punch is fine for Machamp because he has four arms and it would look pretty awkward if he punched in the same way Azumarill is, just like it would look awkward for Azumarill to Punch Overhand, like Machamp is doing. In this animation, Azumarill’s punching more like Machoke’s Attack 1 in the Mystery Dungeon Sheet.

Edit: I made the far arm shorter, and changed the ears when he leans back, as well as making him lean forward more for the Punch:

[Image: tag243.png] [Image: 184att3.gif]
[Image: smugnificent.gif]
[Image: GiantPKMN4.gif]
Thanked by: Ton
One of the feet remains completely static for most of the animation, and you don't need the frames where he places his foot onto the ground. He should go straight into the punch, like Machamp did. I think the windup and the end result could be a little more dramatic, dramatic makes everything cuter < :

Don't have the arm extend those few pixels in the last couple frames either, try to make it more like a mario punch. And his tail should move a bit too.
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I dunno, I think it looks pretty solid. It seems like you're nitpicking at this point.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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What's wrong with nitpicking d:?

The errors I've pointed out wont take long to fix, its simply the removal of some frames and a few minor edits.
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