05-11-2014, 07:37 PM
(This post was last modified: 05-11-2014, 07:38 PM by Sketchasaurus.)
It would probably be better if the legs went the same visual distance for each pose after the transitional sprite. one reason for this is because walk cycles are typically symmetrical motions (unless the character is limping or putting particular emphasis on one step and not the other) because as it stands, there's only one frame that really communicates that he's supposed to be walking and that's the one where his legs are sprawled out.
with lower resolution sprites, it's more important to emphasize the motion than it is to be physically accurate(foreshortening and stuff like that)
there's also the issue of the buttons holding in the down position for most of the animation and popping up for a single frame of it.
with lower resolution sprites, it's more important to emphasize the motion than it is to be physically accurate(foreshortening and stuff like that)
there's also the issue of the buttons holding in the down position for most of the animation and popping up for a single frame of it.