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Runouw's sprites
#46
[Image: 16985646b3d86817ebadc65c90ecd564.png]

this was originally made for another sprite thread, but i think it'd be interesting if you read this here too.
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[Image: deT1vCJ.png]
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Thanked by: Runouw
#47
I really like the colour choices here, non-neon. But enough colour to give mood and not hurt your eyes when looking at it.
I like to make models in my free time. I also make weird games, too.
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#48
New tree
[Image: 4oLt6pp.png]
[Image: bJTerlT.png]
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Thanked by: Ton, sutinoer
#49
[Image: QfCyLtW.gif]
[Image: LBYy5Lt.gif]
[Image: xOpGUdz.gif]
I'm working on more animations for this character. Cool so far?
[Image: bJTerlT.png]
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#50
I think the fall frame in the jump animation looks too artificial. The forearm shouldn't stay in that position, it's too straight, also, the hand on the same frame looks more like a pyramid. See what you can do with that. Oh, and a little more hair and scarf movement on the jump/fall.
[Image: rHiHaRN.jpg]
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#51
A lot of his movements are hindered by stiffness. You seem to neglect how spines work, he acts more like has a metal pole in place of one. Lean him into his run and punch more is my suggestion
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Thanked by: Joxon
#52
I'm back. I'm redoing the jumping and falling animation, and will try a new punch later on.

I made a kick combo attack.
[Image: kick_animation_by_runouw-da1k6pr.gif]

Here's ledge climbing.
[Image: YHP1nAq.gif]


And here's a Zelda style roll. It's pretty ridiculous when looped like this.
[Image: wR7gdJj.gif]
[Image: bJTerlT.png]
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#53
Why does the second attack on the kick combo have a shorter range than the first attack?

The ledge climbing could probably be faster, you can try looking up the Metroid on GBA sprites for reference.
[Image: o7XYLZG.gif][Image: BYMWXB7.gif]
[Image: eh8P6l0.gif]
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Thanked by: Runouw
#54
The registration for the kicks is off. The left leg jumps around a little during the first kick and snaps to the standing position of the right leg for the second kick. The outline of the scarf also changes from a dark blues to green, but I'm not sure if that was intentional or not. I didn't even notice it until I zoomed in.

The roll looks odd because he's arms and legs are always forced front and visible, as if he's rolling on his arm/side instead of his shoulder/back. It's almost like a cartwheel.

That aside, the first two are looking pretty solid.
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Thanked by: Runouw
#55
The kick also feels too soft. Give it a "Whip" feeling to show some power.

The sprite work is really good, though.
I like to make models in my free time. I also make weird games, too.
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Thanked by: Runouw
#56
One thing that would probably help is foot placement with your animation. I rearranged the kicking animation to give it a more natural feel.

[Image: kick_animation_by_runouw-da1k6pr.gif] Vs [Image: f9JrJW3.gif]

Looking at it now, I think a few bits of the non-kicking leg should be fixed up a little bit.
[Image: okwksDc.png]
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Thanked by: Runouw
#57
Thanks for all the quick feedback!

I may have messed up not showing the "jump" part of the second kick, nor mentioning it. In game, it's intended to work like this, so it has a much larger range than the first kick.
[Image: AHvQycS.gif]
I tried adding some motion blurs on the kick, but I'm not too sure how it turned out. I'm also thinking the non-moving foot needs some work.

Additionally, I'm trying out a high-res version of this character that may be useful in cinematics. At this point it was just practice though.
[Image: fighting_character_and_portrait_by_runouw-da1k7i6.png]
[Image: bJTerlT.png]
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Thanked by: Hiynastrike
#58
I have no programming skill whatsoever. But, basically this is Deco Resource, the sprite thread I guess

Guide of style coming to a thread near you
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#59
(05-07-2016, 01:49 AM)Runouw Wrote: Thanks for all the quick feedback!

I may have messed up not showing the "jump" part of the second kick, nor mentioning it. In game, it's intended to work like this, so it has a much larger range than the first kick.
[Image: AHvQycS.gif]
I tried adding some motion blurs on the kick, but I'm not too sure how it turned out. I'm also thinking the non-moving foot needs some work.

Additionally, I'm trying out a high-res version of this character that may be useful in cinematics. At this point it was just practice though.
[Image: fighting_character_and_portrait_by_runouw-da1k7i6.png]
That jump doesn't really feel like a jump because the foot still has the appearance of being flat on the ground. It might also look better if you have an animation of him landing the kick then going back to standing rather than reversing the animation


(05-16-2016, 09:34 AM)DSCXErty543 Wrote: I have no programming skill whatsoever. But, basically this is Deco Resource, the sprite thread I guess

Guide of style coming to a thread near you
Hey man... Don't spam other threads using my words... Or I'll sue you for word copyright infringement
[Image: 1lYIpk9.gif] GET THESE MEMES OFF THE TABLE! -Hiyna
http://www.twitch.tv/hiynastrike live when I feel like it... You just gotta get lucky
[Image: xG4BaYw.gif]

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#60
(05-07-2016, 01:49 AM)Runouw Wrote: Thanks for all the quick feedback!

I may have messed up not showing the "jump" part of the second kick, nor mentioning it. In game, it's intended to work like this, so it has a much larger range than the first kick.
[Image: AHvQycS.gif]
I tried adding some motion blurs on the kick, but I'm not too sure how it turned out. I'm also thinking the non-moving foot needs some work.

Additionally, I'm trying out a high-res version of this character that may be useful in cinematics. At this point it was just practice though.
[Image: fighting_character_and_portrait_by_runouw-da1k7i6.png]
I feel like the mug tries too hard to be an upscale of the sprite (actually is it?) rather than an artwork of its own, as a result it suffers from crunched features in the face-ular region
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