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Nick's Pixels'n'stuff
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also, this animation is kind of bad in itself. It's what I like to call 'noob-bounce' beucase this is how first-timers end up making their idle animations. Sure, yours has got extra animation on her arms but that's about it.

before making an animation, have in mind those things:
  • what the character will do?
  • how's the character's personality?
  • how's the game's artistic style?
it is essential to know what a character is planning to do. Idles usually need to be more 'neutral' in the sense it needs to transition between several other animations without looking weird; after all, it's from the idle stance that the character will duck, attack, walk and jump. This means the character needs to fit with the mood of the place it is, or gameplay.
As you said, she is supposed to be ready to shoot magic bullets. But put yourself in her place: do the same animation stance as hers and check if it's a good, steady way to shoot. It is not.
You need to have a solid idea of the character, look for similar characters and study their animations. Animation is also a way to show personality so spend a lot of time on them.

Continuing what I said, personality is all when making sprites. There are many ways to 'shoot magic projectiles': Ryu's hadouken, Mario's fireballs, etc. Notice that those animations are tailored to fit the game's aesthetics (Ryu's animation is exaggerated to emphasize the power he put into the attack, and it also works as delay frames; Mario's fireball sprites are simple and short so he can shoot many of them without any noticeable delay). How would you like her to shoot projectiles?

The artistic style is another thing to consider. Since you're using a cartoony style, don't be afraid to exaggerate on the proportions: make them VERY EXPRESSIVE. Those tips should help you on how to make a well-thought stance and animations.

Finally, a better explanation on noob bounce: noob bouncing is usually an idle animation that does nothing other than getting the base frame and increasing/decreasing its Y-axis (making higher and shorter, hence bouncing). This is because no thought was put when making the animation. The main aspects of this animation is bouncing up and down in an even manner; 1-2Dope2-1-2Dope2-1-2Dope2... The second and fourth frames are the same, giving a very stiff movement. If those frames are too different from each other, it'll become even worse (distracting movements, extreme bobbing).

Hope this helps c:
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Not following you by the letter, Chris, but did make some minor edits based on your critique.
What you did with the hair goes against the design; The spikes go sideways similar to Bouncy Cat Princess' cheek hair (it sounds weird, but it is what it is).

(07-02-2012, 01:21 PM)Gors Wrote: [Image: E6xuU.gif]

also, this animation is kind of bad in itself. It's what I like to call 'noob-bounce' beucase this is how first-timers end up making their idle animations. Sure, yours has got extra animation on her arms but that's about it.

before making an animation, have in mind those things:
  • what the character will do? (1)
  • how's the character's personality? (2)
  • how's the game's artistic style? (3)
it is essential to know what a character is planning to do. Idles usually need to be more 'neutral' in the sense it needs to transition between several other animations without looking weird; after all, it's from the idle stance that the character will duck, attack, walk and jump. This means the character needs to fit with the mood of the place it is, or gameplay.
As you said, she is supposed to be ready to shoot magic bullets. But put yourself in her place: do the same animation stance as hers and check if it's a good, steady way to shoot. It is not. (4)
You need to have a solid idea of the character, look for similar characters and study their animations. Animation is also a way to show personality so spend a lot of time on them. (5)

Continuing what I said, personality is all when making sprites. There are many ways to 'shoot magic projectiles': Ryu's hadouken, Mario's fireballs, etc. Notice that those animations are tailored to fit the game's aesthetics (Ryu's animation is exaggerated to emphasize the power he put into the attack, and it also works as delay frames; Mario's fireball sprites are simple and short so he can shoot many of them without any noticeable delay). How would you like her to shoot projectiles? (6)

The artistic style is another thing to consider. Since you're using a cartoony style, don't be afraid to exaggerate on the proportions: make them VERY EXPRESSIVE. Those tips should help you on how to make a well-thought stance and animations.

Finally, a better explanation on noob bounce: noob bouncing is usually an idle animation that does nothing other than getting the base frame and increasing/decreasing its Y-axis (making higher and shorter, hence bouncing). This is because no thought was put when making the animation. The main aspects of this animation is bouncing up and down in an even manner; 1-2Dope2-1-2Dope2-1-2Dope2... The second and fourth frames are the same, giving a very stiff movement. If those frames are too different from each other, it'll become even worse (distracting movements, extreme bobbing). (7)

Hope this helps c:

1. From a neutral position, Princess will rapid fire to eliminate incoming enemies.
2. She's a cheerful character. The idle doesn't it much, but will be more apparent in animations like jumping.
3. The style is a bit cartoony, but nothing over the top. It's an easy-to-the-eyes colorful (that's the best I can explain). It's standard platforming, actually (though this isn't a platformer).

4. This is neutral in the sense that she has her arm ready to fire rapidly at any time. Rapid fire is a key gameplay element. It'll probably be a fairly lazy animation, I must admit (flicking her finger(s) to launch pink magic bullets)
5. This is more apparent in the edit: She is a little active, a kind of 'can't sit still'-type. She sways a little, which wasn't there in the previous animation.
6. Like I said, finger flicking. Even if you take Mario's fireball throwing animation, it looks very exhausting in rapid succession. I could let the indexfinger and middelfinger alternate as she shoots.
7. I am aware, I understand. The 'noob-bouncing' is a mere step of making the animation as it isn't final. I should probably have mentioned that it's still a W.I.P.

Thanks for the critique nontheless. It's something I'll bear in mind for this project and the future.

To give you an idea of how the game looks, here's a screenshot of her in Banana Kingdom (unfinished)
[Image: IgnoJ.png]
The left side is a little empty, because that is reserved for another object (another gameplay key). I already gave more details on the game itself than I wanted, but if it's vital to get proper feedback, then screw it. I can still prove this game is mine.

EDIT: Updated the screen with shooting.
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I know what you're thinking, the peak of the bounces (hair flops, dress flops, etc) are supposed to be in the same frame with the peak movement (maximum feet movement, etc)

It's like this in a way
[Image: p10407879.gif]

However, the peak bounces should actually be in the transition frames.

[Image: p10407886.gif]

When the character has just went in the -y direction, the hair will only just start to fall. When the character just went in the +y direction, the hair will only just start to drop.
Thanks. I'll get to that when I have the time.

I also just finished designing the enemies (called the Onis), so expect that soon aswell. Princess has to be able to shoot something.
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Princess just got betterder looking! Dem bouncy bangs.
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They're nice but the dress' animation does not make too much sense to me. It has to flop in a way I will probably explain it more clearly later when I get home. Also, there's a pixel that disappears around the crown (perhaps maybe position it more centered on the head too)

And the feet do not make sense. Why is one static while one isn't? Again, I'll elaborate when I get home. (or perhaps someone else can come help too Smile)
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Ze first enemy:
[Image: YnOFI.gif] [Image: Nhf9Z.png]

@Medevenx:
Thanks for pointing out the crown. For some reason, when I move the crown, I keep missing those two pixels.
I'll get back to Princess after your feedback. I probably know how to tackle the static leg (I purposely froze it because it was too distracting first time I animated it), but I really shot myself in the foot creating a character with a dress. Now I understand Miyamoto's decision to give Mario a cap.

EDIT: Have an additional hit frame! (Next to walk cycle)
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Enemy looks awesome. There's a bit of roughness around the ears but it's not offensive and probably won't be noticeable on a background.

Cat thing looks like it's on trying to wash a window while on a bouncy castle though. Her front leg looks more like she's trying to resist breaking into dance or something. I'd go for more of a "I'm ready" bounce over a "How many things can I get to move while standing still" dance.

It's a well made animation, but it just doesn't look like a stance animation.
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Is it just me, or would a bit of side to side sway work well for the cat?

It might fix the static leg issue a bit too.
Not quite sure that's the direction you want to take this though.
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OMG, it's another enemy! It's a red Oni known as the Jumping Oni. They are similar to regular Onis, except they jump instead of walk.
[Image: ye2f7.png]
Also, have a Princess hit frame!
[Image: fwdU7.png]

Oh my God, it's an assist character! Meet the King of Banana Kingdom, Banana King.
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He attacks by throwing boomerang bananas.
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There isn't much dynamic in the banana throw. I would personally make him throw the banana from the other arm to at least make it a little more interesting.
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More stuff. It's the first boss: Viridian Dragon.
Those familiar with the Bouncy Cat games may notice it looks like a flesh-and-bone version of Balloon Dragon from Bouncy Cat 1 and Peridot Dragon from Bouncy Cat Mao.
[Image: r63t2.png]
I have animations, but am to lazy to prepare them for upload, so have a static! Don't worry though; the animations are very minor, but that's okay since you'll be focusing more on the fire and lava balls.
Death Kingdom Army also has some new recruits:

[Image: Iuh3C.png][Image: J2xvL.png]
It's Greed, an impervious tank you have no other choice but to jump over and Yu, a mirror that reflects your shots (he still takes damage).
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Gosh, your enemies remind me a lot of Kirby. Kracko Jr. to the left especially.

Regardless, the shading on both of them is kind of wonky, in my opinion. I don't know why Greed's highlight is surrounded by a darker colour, for example, and the shading on the mirror makes it look weird and broken, especially considering that the light is coming from the upper right (I think?) Try and make it follow the source more.

(also, those claws look glued on the dragon, and they're assymetrical - its right claw is bigger than its left.)
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Fixed Greed and Yu.
Also: Green and Pink Slime! They appear in a side-mission.
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New enemies! Golem and Iron Golem. They'll react to hits taken by jumping. Heavy as they may look, they jump even when hit in mid-air. The Iron Golem reflects shots like Yu.
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