Pixelation

Critique => Pixel Art => Topic started by: Solace on May 23, 2017, 08:13:20 pm

Title: Quadruped Robot Walking Cycle C+C
Post by: Solace on May 23, 2017, 08:13:20 pm
Hello!
I've been working on an enemy for a platformer, and I have created this walking cycle:
(http://i.imgur.com/2Yapgnp.gif)

Any feedback is appreciated!
Title: Re: Quadruped Robot Walking Cycle C+C
Post by: MysteryMeat on May 23, 2017, 08:42:40 pm
Back leg is going the wrong way, it'd be pulling the bot backwards like that! Remember that the point on the floor should be grounded and moving away from the destination to propel it forward!

The other two are fine though!
Title: Re: Quadruped Robot Walking Cycle C+C
Post by: Solace on May 24, 2017, 11:34:24 pm
I feel silly that I never noticed the back leg was going in the wrong direction...
(http://i.imgur.com/hCB0TNu.gif)
Thanks for the feedback!
Title: Re: Quadruped Robot Walking Cycle C+C
Post by: MysteryMeat on May 25, 2017, 07:23:20 am
You bet! Another thing I just noticed is that the barrel of the gun seems to hover a bit rather than stay fixed to the orb, if it moves around the orb like that the angle should change slightly to match where it is on the sphere!
Otherwise I'd try to keep it more stable.

Also, that back-most leg is almost invisible and the rightmost one moves slightly faster than the leftmost one it should be synced with!
Title: Re: Quadruped Robot Walking Cycle C+C
Post by: Solace on May 26, 2017, 02:29:10 am
Also, that back-most leg is almost invisible and the rightmost one moves slightly faster than the leftmost one it should be synced with!
Theoretically due to the perspective, if the foreleg and hind leg were completely in sync, then the hind leg would be hidden! Of course nothing is perfect, and so I initially moved the hind leg over a bit so it would be easily seen. Anyways, I slowed down the original pace of the hind leg, so it should look more synchronized now!
(http://i.imgur.com/HMybPlf.gif)
Another thing I just noticed is that the barrel of the gun seems to hover a bit rather than stay fixed to the orb, if it moves around the orb like that the angle should change slightly to match where it is on the sphere!
Otherwise I'd try to keep it more stable.
I was aware of this, and I kept it's hovering appearance as a stylistic choice. The game this enemy will be implemented in consists of primarily horizontal gameplay, and so I want most of the weapons in the game to be parallel with the ground (weather it be enemies or characters). Since the gun seemed awkwardly attached to the enemy, I found that that part of the enemy was noticed first, and it is the part of the enemy that will shoot at and hurt the player.
Hopefully that all made sence, I may do away with this concept and find another way to indicate that "this part of the enemy is the shooty bit".
(http://i.imgur.com/wgrnAsi.gif)
Here I kept the base of the barrel static while just the tip jitters.
Title: Re: Quadruped Robot Walking Cycle C+C
Post by: MysteryMeat on May 26, 2017, 04:01:13 am
Mich better! Try some orange barrel glow to draw the eye!