06-28-2015, 11:37 AM
(This post was last modified: 06-28-2015, 11:41 AM by Ridge Troopa.)
I think it's important to note that the style of game play influences how quirky an idle animation is. For 2D platformer styles like this, things usually don't get too crazy, but for a fighting game like Street Fighter there's a hell of a lot going on. You just have to decide what pieces of your character should move to make it match with the game play or what they're doing.
The new animation is a great improvement, nice job. I do agree with Kidicarus29 that the wings shouldn't 'flex', but I think you had the right idea making them animate a little. They're such a large part of the sprite hanging off that they could use a tiny bit of motion.
Also, your use of sel-out needs some work. You've used it on the nose and hair, but then nowhere else on the sprite so the head and body don't really match anymore. You should probably make the outlines on the head slightly darker in places and apply some more sel-out on the arms/legs/body.
The new animation is a great improvement, nice job. I do agree with Kidicarus29 that the wings shouldn't 'flex', but I think you had the right idea making them animate a little. They're such a large part of the sprite hanging off that they could use a tiny bit of motion.
Also, your use of sel-out needs some work. You've used it on the nose and hair, but then nowhere else on the sprite so the head and body don't really match anymore. You should probably make the outlines on the head slightly darker in places and apply some more sel-out on the arms/legs/body.