02-29-2012, 10:17 PM
Can call it finished...
...
for now.
SUSPENSE
Jawnsunn's WIP-fest
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02-29-2012, 10:17 PM
Can call it finished... ... for now. SUSPENSE Thanked by: Gwen, Crappy Blue Luigi, Sengir, Garamonde, BobbyLala, Zadaben, StarSock64, Delicious
03-04-2012, 02:20 PM
Thanked by: Jawnsunn
03-05-2012, 10:16 PM
Yeah thanks for that, Zapchu. Resulted in bit of a minor redesign, since I used to draw this character back in my elementary school days and I wanted to bring him back, but it's all good.
Also, getting that Character Select done, sort of... (Before Zapchu's advice) BUT WAIT, THERE'S MORE!!! Since I need to have some rad background/enviornment skills, I've been trying to decide over a perspective for the stages on my game. This a concept of the first stage, where you kick ass on the sidewalk, in the sunset to save your girlfriend. Thanked by: Gwen, recme, Zadaben, Garamonde,
03-22-2012, 07:31 PM
scarf animating is hard and so is sub-pixeling.
03-25-2012, 03:41 PM
Sub-pixeling? What's that?
03-26-2012, 08:10 AM
Subpixeling is an animation technique that shows details smaller than a pixel. Technically, no detail can be 'smaller than a pixel', so basically it's animating by using subtle anti-aliasing.
This means Jawnsunn's sprite isn't exactly subpixeling, but it has the same feel. Thanked by: Zadaben, AutumnSpire, Jawnsunn, Garamonde, Butler
03-27-2012, 07:14 PM
(03-26-2012, 08:10 AM)Gors Wrote: Subpixeling is an animation technique that shows details smaller than a pixel. Technically, no detail can be 'smaller than a pixel', so basically it's animating by using subtle anti-aliasing. Learn something new every day. His scarf doesn't really feel that sub-pixely to me though, because I can still clearly see one and two pixel's width throughout the whole scarf as it's animating and it doesn't feel as super-thin as what you described in my eyes.
03-27-2012, 07:36 PM
spoiler alert:its the chest
03-27-2012, 08:09 PM
How was I supposed to know when you were talking about the scarf and I've just now heard of the term? Gors also didn't give any examples of where it's commonly used/can be used, and when you've just learned something, you're not gonna totally know how it works off-hand.
That's why I was aiming my post at Gors anyway, hoping he would talk about such examples of how it's used and whatever, since being an aspiring spriter, I want to learn more about every new technique I learn about.
03-27-2012, 08:12 PM
Woo, Jetters on the Venomous side
Jawsunn, I just noticed the cloth around the chest was fluttering, very nice job. Thanked by: Garamonde
03-27-2012, 08:24 PM
Hahah, I wasn't trying to come off as arrogant, I really didn't notice the moving clothes shading at first. I also didn't know what to look for, having never seen sub-pixeling before.
I just tend to feel the need to explain things when I get the feeling that someone thinks I'm... stupid or "don't get it" for lack of a better term. Nothing against anyone. It's all good, I just didn't know what I was looking for exactly. Thanked by: Jawnsunn
03-27-2012, 10:35 PM
Well here's a more explained article on what sub-pixeling is and how Metal Slug used it.
http://2dwillneverdie.com/tutorial/give-...animation/
03-27-2012, 11:26 PM
Very nice. I never was a fan of needle limbs but still very nice. Keep up the good work.
03-28-2012, 08:17 AM
tl;dr subpixeling is a technique to represent very subtle movements such as breathing, or engine vibration, or even to make a common movement such as walking, even smoother than you could achieve with 'normal' animation.
that site showed some examples that fit with Jawnsunn's definition of subpixeling animated sprite, but I think that subpixeling is much more subtle. those Metal Slug animations have lightings and colors shifting by 1 pxel, which increases its 'liveliness'; but for me, real subpixeling would be found in this animation here: Notice Eri's shoulder. Its movement isn't defined by shape or color block in particular, but anti-aliasing. It's anti-aliasing that does most of the stuff. That's because anti-aliasing pixels are, in a way, half-pixels: it is a combination of two colors to create a third mid-tone that complements both shapes' lines. If you animate your sprite using those 'half-pixels', then you're subpixeling. At least that's what I think of it. What matters more, though, isn't if it uses anti-aliasing or not, but how the animation looks after it's finished, and Jawnsunn's animation looks great. |
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