08-05-2015, 06:06 PM
(This post was last modified: 08-05-2015, 06:08 PM by DragonDePlatino.)
OK then. Here are some quick edits. In the .GIF, the edited version is on the bottom.
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Firstly, the animation will look much less stiff if you add an upward or downward bounce in each direction. This was done with the south-facing animation, but its missing from the other directions. The feet should also point inwards like I said, but to more of an extent than you did.
The hands could also use some work. Try focusing on stronger, square-shaped lumps of pixels instead the triangular ones you had. The arms also looked a little unnatural because their swinging was a little too exaggerated.
Lastly, this is what I was talking about for the side-facing animation. On the frames that your character is taking a step, at least one of his feet should be up in the air. If both of them are flat on the ground, it gives the impression that he's stomping. I also widened the head on the side-facing animation and made the aforementioned fixes to the arms and feet.
Last thing to note: I assume you're working with 16x24 so to fit the bouncing in I had to shift the standing frame up a pixel. If you plan to do the same thing and are programming a game, I'd compensate for that offset by moving the character's hitbox up a pixel.
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Firstly, the animation will look much less stiff if you add an upward or downward bounce in each direction. This was done with the south-facing animation, but its missing from the other directions. The feet should also point inwards like I said, but to more of an extent than you did.
The hands could also use some work. Try focusing on stronger, square-shaped lumps of pixels instead the triangular ones you had. The arms also looked a little unnatural because their swinging was a little too exaggerated.
Lastly, this is what I was talking about for the side-facing animation. On the frames that your character is taking a step, at least one of his feet should be up in the air. If both of them are flat on the ground, it gives the impression that he's stomping. I also widened the head on the side-facing animation and made the aforementioned fixes to the arms and feet.
Last thing to note: I assume you're working with 16x24 so to fit the bouncing in I had to shift the standing frame up a pixel. If you plan to do the same thing and are programming a game, I'd compensate for that offset by moving the character's hitbox up a pixel.