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tFR:SDtW Non Gors Workshop - NEWS! (05/31)
i'd have to agree with medevenx on that one.

in fact, putting half of your body "on the dark side" seems way to drastic, considering the pose reads as being facing towards the camera.
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Alright, thanks guys! I decided to leave only the shoulder in the shadow:
[Image: 57G3Z.gif]

Also did the space hopper animation:
[Image: whCPi.gif]
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
[Image: shrine.gif]






WiP "Entangle" animation (he'll be throwing a web):
[Image: Entangle.gif]


and an extra animation for the fun of it:
[Image: Sengirbug.gif]
Idle Loop: [Image: sketchasaurusidle.gif]

Midnight Moe. It's a anime-chick version of Alan Grant from the first Jurassic Park film.
[Image: sketchasaurumidnightmoe.gif]

[Image: sketchasauruspachysmash.gif][Image: sketchasauruskick.gif][Image: sketchasaurustriceracom.gif]
(05-10-2012, 04:37 PM)Sketchasaurus Wrote: Idle Loop: [Image: sketchasaurusidle.gif]

Midnight Moe. It's a anime-chick version of Alan Grant from the first Jurassic Park film.
[Image: sketchasaurumidnightmoe.gif]

[Image: sketchasauruspachysmash.gif][Image: sketchasauruskick.gif][Image: sketchasaurustriceracom.gif]

The animations themselves are a little shaky, try basing the animation on its right foot (our left) but how horns popped out of that guy is AMAZING.
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(05-10-2012, 05:32 PM)Medevenx Wrote: The animations themselves are a little shaky, try basing the animation on its right foot (our left) but how horns popped out of that guy is AMAZING.

I suspect the shakiness is to so with the sprite size limit. Each sprite has a limit, but animations don't, so changing the offset of the sprite during the animation is fine.
[Image: gPXK7.gif]
air attacks and jumps complete C:
Out of Curiosity, are there going to be Finisher moves like in mortal kombat or even, to an extent, Final Smashes like in Brawl? because I have an idea for my character's, but it might be quite a bit too massive.

This is the "entry pose" of sorts from when the little Sketchasaur transforms and lands on the ground into a full sized dino. He then is supposed to stand up and step toward the victim and either stomps or chomps them.The size of the head alone fits inside a 64x64 box and in it's entirety, each sprite takes up 256x128 pixels (2 rows of 4 64x64 boxes) I can drop the idea if needed.
[Image: sketchasaurmegatyranno.png]

Again, it's totally fine if the idea is dropped, I wanted to know before making any animations for this form.
if you can fit it in 64x64 boxes, I see no problem in this.
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[Image: deT1vCJ.png]
(05-11-2012, 12:16 AM)Meta Wrote: [Image: gPXK7.gif]
air attacks and jumps complete C:

I am so playing as Metaru.
[Image: sweet-capn-cakes-deltarune.gif]
I've been considering creating my own 'human' ref and trying again with this at some point.

Just a design and I know the legs and arms aren't right.
Not sure if I want to keep the sleeve design either.
[Image: KHswa.png]
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the first sprite will force you to sidestep when walking, while the second will allow a more normal walking animation. it's up to you, though c:
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
If you like my C+C, please rate me up. It helps me know I'm helping!
[Image: deT1vCJ.png]
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the first one completely ignores that human beings have a spine, though.
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Oh that's not my idle it's just a design and I am fully aware of the first one making no anatomical sense Smile
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The real problem with the first one is that his entire damn torso is facing the right, while his entire lower body faces the opposite direction. It'd be a creepy sight in real life. To fix the issue, just flip his body around and make his head face the opposite way so it just looks like he's naturally turning his head to the opponent.
~~LOVE~~ 1, 2, 3, 4, 5, 6, 7, 8, 9.
[Image: mousey.gif]
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