04-13-2012, 12:01 AM
(04-12-2012, 08:37 PM)Speed-X Wrote: Actually, I could see them. I dunno, maybe Gors' browser didn't load them so he thought it was an attachment?I noticed that too, but I just don't have the experience to do this right now
Anyways, what he's referring to is by using the "add an attachment to post" option when you edit a post.
Yes, you have a point. Okay then: the animation itself looks very fluent; it's fantastic. However, you've really used quite a bit of pillow shading, mainly on the armor itself.
Also, you have 32 colors for that one basic animation; you honestly could go with reducing them to at least 16 or 15. I would also suggest using a bit of hue-shifting for the yellow-orange part of her armor, as for just decreasing the brightness tends to look bland and, a lot of the time, ineffective.
Edit: @Gors' below post: what I meant was was that I could actually see them as if they were originally uploaded with an image uploader, not the attachment uploader. ^^;
This is my first ever attempt at a running cycle, I got almost no prior experience with sprites or anything. What I'm trying to say is, I don't really know how I'm going to do any of that.. but I'll try. Could you provide some examples
(04-12-2012, 10:22 PM)Meta Wrote: there are some elements clashing with what i asume was an attempt to make a smooth, natural run cycle for samus. mainly, the "stomping" it has right now due to the way the frames were drawn(at some points, it seems the differences between each frame arent as een as they should be), and how the cannon doesnt render as smooth as the rest of the bodyparts(at 1x its quite noticeable how it jumps into all sorts of wild positions, specially when facing left.)I was trying to follow SuperMetroid as much as possible without being a sprite recolor It was meant to be totally from scratch, original but have the spirit of a SuperMetroid sprite. I notice the erratic movement, I'll work on that. Again.. guys I am not as good as you all think, I am not even sure what contrast or hue shifting is.
i believe you were actually following the actual color scheme used in the snes game, but it would certainly benefit from some optimizations both in the size of the color palete and as a user mentioned before. there is no reason a sprite of this size should sprot a 32+ color palette, nor why it shouldn't make a proper use of contrast and hue shifting to increase its readbility.
Sorry for the noobness. I was recommended to come here from a guy on deviant art, since you guys are telling me to do things I don't know how to do, I am sure I made the right choice That means more learning on my part which I now realize I am in serious need of. I'll try to make the animation be smother and take away that stomp