Pixelation

Critique => Pixel Art => Topic started by: TEETH on November 25, 2016, 04:58:02 pm

Title: Idle animation help
Post by: TEETH on November 25, 2016, 04:58:02 pm
Hello! I need a little critique on this idle animation. The character is a bit "blobby" so I was going for a bouncy look. But it still doesn't seem right. Any help? Oh the character is holding a large mace by the way. I just wanted to perfect the bounce first before starting that.
(https://s22.postimg.org/lps0gvri9/jump.gif)
(https://s22.postimg.org/rrzn7dfy9/jump1.png)(https://s12.postimg.org/xv5yemy8t/jump2.png)(https://s21.postimg.org/93lqej7sn/jump3.png)(https://s12.postimg.org/xv5yemy8t/jump2.png)
Title: Re: Idle animation help
Post by: Sovryn on November 26, 2016, 12:52:27 am
Heyo!

I'm not so great with terminology and specifics regarding art and the like but mind me, if you would please ~

(http://i.imgur.com/d6ER9gF.gif)

(http://i.imgur.com/cJfFan9.png)

I added two more frames to the beginning of the animation for a greater impact of 'squash and stretch'. The two frames are very minor - they only carry the head one pixel up but it adds anticipation. The anticipation creates a more bouncy bounce. I also brought back the arm for just that tad bit extra effect. The same was done with the second to last animation (I stretched the arm forward).

I was having some weird issue with a jittery animation on the eyes while remaking this. The altered frames are more or less what you have with just the eyes going in a more straight up-and-down motion.


Hope this all helps!
Title: Re: Idle animation help
Post by: MysteryMeat on November 26, 2016, 01:41:16 am
And my own thoughts, based on his edits:
(http://imgur.com/0PVIFAe.gif)
I just slowed it down and made one frame last a bit longer than the others to give it more of a beat!
Title: Re: Idle animation help
Post by: TEETH on November 26, 2016, 03:42:52 am
Thanks you two. I added some anticipation frames which I think what was missing. I stretched the face some more to make it less jarring and added some wait between the anticipation and impact frames. I still want to keep it pretty fast though since this sprite is the main chara in a fast paced platformer
(https://s15.postimg.org/5bold65hn/jump.gif)
Edit: I think the arm is too out of control . I'll have to fix that.
Title: Re: Idle animation help
Post by: MysteryMeat on November 26, 2016, 05:39:33 am
That's way too much, honestly. It makes it look like he's about to explode or leaning out towards the camera!
Title: Re: Idle animation help
Post by: TEETH on November 26, 2016, 03:49:58 pm
eeee..yeah.. here's an updated version. less implode. more fluid.
(https://s12.postimg.org/vhwr1llyl/jump.gif)

edit:
here it is with the mace. feedback?
(https://s11.postimg.org/mbxkdtwpf/jump.gif)
Title: Re: Idle animation help
Post by: Sovryn on November 26, 2016, 11:37:05 pm
Hmmm... With the way you drew the weapon - it'd make a lot more sense for the character to be holding the mace in front of him.

(http://i.imgur.com/hTUfUtN.gif)

I also moved the mace a bit forward in the last frame and also added another frame at the end to give the mace a smoother transition into the first frame. The animation does make it feel a bit heavier though with the slight pause on the character's body movement on the additional frame

Title: Re: Idle animation help
Post by: TEETH on November 27, 2016, 12:43:36 am
the weapon would be too heavy on the front though so I added another arm. Still not quite sold on it but the animation does look a lot better so thank you for your help so far
(https://s17.postimg.org/i6sgcn6pb/jump.gif)
Title: Re: Idle animation help
Post by: MysteryMeat on November 27, 2016, 03:08:23 am
Personally, I'd have him drag it on the ground to sell the weight of it more. Might have to draw it rotating a bit with the bob, but that would be hard to hold like that.
Another idea could be draping it over the shoulder or even wobbling with it precariously balanced above their head!
Title: Re: Idle animation help
Post by: TEETH on November 27, 2016, 03:22:46 am
I did think about that, but it would make it very difficult to switch between that and the floating animation since this chara also has a partner that flies you control in game. plus it looked too "scary" for this monster since she's only about 2 1/2 foot tall.
Title: Re: Idle animation help
Post by: MysteryMeat on November 27, 2016, 03:31:26 am
I'd argue it would make them look less frightening, being barely able to handle the weapon like that! However, on the mention of floating, a nice idea might to have the mace work as a balloon. Perhaps some enchantment on it lets them switch how it works, so when floating they become a spiky obstacle and when on the ground they're a melee-focused threat!
Title: Re: Idle animation help
Post by: TEETH on November 27, 2016, 03:43:10 am
Meh . she's just tiny but not really weak but not super strong either, but i'll consider it. Her partner is a small floating monster that carries her when she's floating.  I want her to be able to attack while in the air, so the mace can't transform sadly . but thank you!
Title: Re: Idle animation help
Post by: MysteryMeat on November 27, 2016, 03:53:47 am
Not to press the idea,  but she could still attack by swing-kicking about on the balloon!
Mind posting the friend monster? I love seeing monster team-ups in games, cooperation is always fun.
Title: Re: Idle animation help
Post by: TEETH on November 27, 2016, 04:05:09 am
Yeah duos are always fun in platformers. Playing as one character can be nice if you're playing a serious game, but with games that exist to be fun, I think it's best to have a duo. Their interactions connect more with the tone of the game.
Here they are:
(http://pixeljoint.com/files/icons/full/pixeljointrumandrat.png)

Blue haired girl turns into the small monster and white haired girl turns into the one with the mace. Having a small friend with a large friend duo is sort of the norm in games, but I think that's because it works so well.
Title: Re: Idle animation help
Post by: MysteryMeat on November 27, 2016, 07:11:09 am
Pretty neat designs, though I feel the long stylized legs don't work so well contrasted with the less-stylized arms, especially as they contrast with those of the other character.

I do like the way they are vaguely reminiscent of their alt-forms though, it's a good stylistic choice.
Title: Re: Idle animation help
Post by: Maligo on November 28, 2016, 07:27:13 pm
I've played your ENTROPY game, that was pretty good! Characters' behavior really made me push a tear at the words 'Rabbit Food Recieved'(or smth like that) :c

P.S. Just wanted to wish you good luck in your next game :)
Title: Re: Idle animation help
Post by: TEETH on November 28, 2016, 08:13:46 pm
I've played your ENTROPY game, that was pretty good! Characters' behavior really made me push a tear at the words 'Rabbit Food Recieved'(or smth like that) :c

P.S. Just wanted to wish you good luck in your next game :)
:0 thank you. there were quite a few bugs so i'm surprised you were able to finish it