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08-17-2010, 09:01 PM
(This post was last modified: 08-17-2010, 09:37 PM by Codestar.)
My attempt at redoing an old animation to make it more dynamic.
old
new
He's supposed to be throwing a yoyo, before I start the actual pixel work, I'd like some C+C on the flow of the animation.
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Frames 4 and 6 are unnecessary and cause it to look like a wonky animation
consider this:
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Oh yes, that's much better. I was actually looking for a way to get rid of some frames to make the action seem quicker.
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really, you could also remove frame 5 and make a blur effect in frame 7, the frame where the yo-you leaves his hand
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nah, I just tried it and it does need those frames, since he's going to be waiting for the yoyo to return back to his hand. (it's a separate sprite, i just used the yellow circle to get a glance of what it might look like)
the motion's alright, but it should be faster. Making a move to have a delay is more realistic, but not convenient gameplay-wise.
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08-18-2010, 03:21 PM
(This post was last modified: 08-18-2010, 03:24 PM by Iceman404.)
(08-17-2010, 09:01 PM)Kaikimi Wrote: He should probably swing the yo yo sideways and not upward. And when he thrusts his arm forward it should be a bit quicker, since he takes all that time to charge it.
Somethings I personally think you should do is: when the yo yo reaches its peak and spins for a while, his whole body could vibrate (left and right) for a brief moment before he pulls it back. And when he does pull it back, it'd be nice if he slid' back a little himself. I think those would probably make the animation more lively. Some games like Kirby use these techniques, and it turns out great.
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That underarm swing would probably make the yo-yo swing outwards and upwards, like a, uh, curving vertical slash. Which works just fine as a yo-yo attack, but probably not the right movement to have it go straight outwards.
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Don't know if it was mentioned but, he should probably also pull it back quick too.
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