I saw some issues with your shading and colors so I made an edit. For the shoes, you have too many shades (both shoes have a separate shade color "group"). You also have some banding going on in general (hat, legs)
- light direction check
*Note: I only showed normals that are perpendicular to the screen (not facing the screen).
The red threshold line represents the "0" brightness value (perpendicular). The blue line represents the threshold for a secondary shade, which I chose randomly.
Okay, so I failed at explaining this to E-Man months ago, so I decided to spend some time making an example. How bright a surface is lit by a directional light (the sun), depends on how much that surface is facing in the opposite direction of the sun ( surface ---> <---- sun lightdirection). The brightness magnitude range is [-1,1]. If the surface is facing the same direction as the sun light, it's value is -1. Perpendicular surface? -> 0. Facing the opposite direction of the sun light? -> 1 (at about this brightness, you'd probably add specular light/shiny light or w/e).(Edit: Sorry, I made a mistake. "1" is just the brightest color. Specular/shininess is when the light reflects off the surfaces towards the eye-which doesn't necessarily happens at the "brightest" surface)
One example I want to take from Mario is his right leg. You're probably thinking "huh? The surface is shaded correctly!". And you'd be right -if you interpreted his leg's surface as facing top right. I'd call this a special case, where how you light that section is up to you and how you want others to interpret it. I shaded my version like so just because I thought it better described the form of his leg.
(yours is the leftmost)
I was just going to do about 2 shades per color (middle), but I felt like I strayed too far from your style so I added a shade to the last one.
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DragonDePlatino:
It doesn't look like his leg is extending all the way, or atleast not as a steep enough angle. Also, when a leg goes all the way back, have it stay back there for a bit. I noticed that the legs jump from back to front too quickly.
For the arms, perhaps rotating the upper body might help?
Edit:
All I did was have his leg stay back longer. I didn't add any frames.
You should probably add another frame right after the leg comes forward all the way.
*Note how...:
*his knee forms a backwards 'L' shape.
*His thigh mostly rotates as normal
_____
Nice sprites to the both of you
- light direction check
*Note: I only showed normals that are perpendicular to the screen (not facing the screen).
The red threshold line represents the "0" brightness value (perpendicular). The blue line represents the threshold for a secondary shade, which I chose randomly.
Okay, so I failed at explaining this to E-Man months ago, so I decided to spend some time making an example. How bright a surface is lit by a directional light (the sun), depends on how much that surface is facing in the opposite direction of the sun ( surface ---> <---- sun lightdirection). The brightness magnitude range is [-1,1]. If the surface is facing the same direction as the sun light, it's value is -1. Perpendicular surface? -> 0. Facing the opposite direction of the sun light? -> 1 (at about this brightness, you'd probably add specular light/shiny light or w/e).(Edit: Sorry, I made a mistake. "1" is just the brightest color. Specular/shininess is when the light reflects off the surfaces towards the eye-which doesn't necessarily happens at the "brightest" surface)
One example I want to take from Mario is his right leg. You're probably thinking "huh? The surface is shaded correctly!". And you'd be right -if you interpreted his leg's surface as facing top right. I'd call this a special case, where how you light that section is up to you and how you want others to interpret it. I shaded my version like so just because I thought it better described the form of his leg.
(yours is the leftmost)
I was just going to do about 2 shades per color (middle), but I felt like I strayed too far from your style so I added a shade to the last one.
__________
DragonDePlatino:
It doesn't look like his leg is extending all the way, or atleast not as a steep enough angle. Also, when a leg goes all the way back, have it stay back there for a bit. I noticed that the legs jump from back to front too quickly.
For the arms, perhaps rotating the upper body might help?
Edit:
All I did was have his leg stay back longer. I didn't add any frames.
You should probably add another frame right after the leg comes forward all the way.
*Note how...:
*his knee forms a backwards 'L' shape.
*His thigh mostly rotates as normal
_____
Nice sprites to the both of you