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Gooey*
#16
To me, it seems like (almost exactly) 125% the size of the old sprite sheet.
Also, here is my attempt to make a sheet of what is done so far:
[Image: gooeynewsheet2.png]
Also, notice how the beginning of the jump animation is the same as the crouching animation. It is also the same animation used for landing a jump, so all of those are done already...
[Image: bJTerlT.png]
#17
Nice!

Is this ok for a walk?
[Image: gooey.png]
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#18
Think you should just edit the old walk
mod edit - Your signature is way too big. Fix it
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#19
To best honest, that's just being lazy, Doesn't have any feel to it. plus he has the same face and also the same position all you did was just make little blobs of feet to make it seem like he is walking.
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#20
So, lets try to finish him before the end of the next week:
[Image: goeywalkbmp.gif]
[Image: goey.png]
Sorry for stoping the work on Link, but he was making me nervous (I have to practice animation a lot more), so I decided to try helping at something easier.

Oh yaeh, though I edit a little, i want to credit solink, the one who has the major work.
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#21
How does he walk in KD3?
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#22
I just made the guard and air dodge sequence while I was bored earlier today (edited from the original sheet, so the credit goes to Solink again). They alright?

[Image: goeeysheet.png]
[Image: guitarmaaan.png]

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#23
Just noted, I haven't added the darker shade (and Tarvonas too):
[Image: goey.png]
And I never played KDIII, I just edited the walk.
Thanked by: ThePortalGuru
#24
Guys, some of those frames (just about everything that's not part of the walking anim) have some problems with banding and blocky shading.

But keep chuggin' along; we can fix all the blocky shading and banding in one go at the end. Maybe.
Thanked by: Iceman404, D2S-Speed, Cshad
#25
I think just the two shades is fine, no? The darker shade is a bit useless... and it fits perfectly with the style as it is. Not like it wouldn't be too much of a pain to throw it in anyway... but nonetheless, just thought I'd throw in my two cents.

Edit: Just thought I'd say: it seems as though the running animation doesn't really need to be edited whatsoever... I mean, all we need is a decent resizing program, and yeah. Unless we want to get rid of that third shade? In which case, I guess a little editing is in order..
[Image: guitarmaaan.png]

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#26
The third shade is what makes the sprite's outline look so smooth if you haven't noticed.
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#27
The darkest shade is used for AA, transition frames in darker animation and it is very fast to put it, so let it stay.
Later I change the shading.
Thanked by: Iceman404
#28
I dunno. The AA with the darkest shade seems to only make the outline thicker, not so much AA. I agree that we could do fine without it (except for frames where it's actually used as a shade and not AA).
But that's entirely up to you. As it is, Gooey still has fewer colors than most of the other characters.
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#29
Oh man, the last anim that I posted was the running. This is the walk:
[Image: goeywalkingbmp.gif]
And I refined some sprites in the sheet (run,jump, guard and dodge):
[Image: goey.png]
[Image: goeyrunningbmp.gif]
#30
It dosn't look like hes walking, though
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