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Messages - Solace
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Pixel Art / Re: Quadruped Robot Walking Cycle C+C
« 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!

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".

Here I kept the base of the barrel static while just the tip jitters.

2
Pixel Art / Re: Quadruped Robot Walking Cycle C+C
« on: May 24, 2017, 11:34:24 pm »
I feel silly that I never noticed the back leg was going in the wrong direction...

Thanks for the feedback!

3
Pixel Art / Quadruped Robot Walking Cycle C+C
« 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:


Any feedback is appreciated!

4
Pixel Art / Re: Improving a Running Animation
« on: April 02, 2017, 05:42:44 pm »
Now that I'm not terribly busy with school, I was able to analyze my animation more. I took everything apart, especially the shoulders, which I isolated here:

The one on the left was the old shoulder. It's hard to tell, but there is to some degree a bit of an arch simulated here, its just heavily distorted by the up and down movement of my initial running animation. I made the path in more of a traditional arch like you mentioned, which not only makes the animation more fluid, it is also more accurate to how the shoulder moves in a running cycle.

From here I added the second shoulder and began reconstructing the torso. Originally the torso was static, but the pecs/upper chest actually moves with the shoulders. I blocked in where the weapon would be, and I noticed that the rifle would actually follow the same path that the pecs/upper chest was taking. I added some detail to the weapon, and added the arms back in:

Nothing in the legs was really changed, except for the back leg, which I darkened temporarily to make the legs more distinguishable:

I honestly don't see anything wrong with the legs, other than the fact that I need to clean up the pixel clusters in each frame. I'll add the up and down movement of the running cycle next, where the groin moves upwards and back down as you mentioned.

While looking at running cycles, I stumbled upon a few pixel animations where the head of the character moved along with the shoulders and pecs. I noticed that my character's head was static, so I attempted to implement something similar. However the head moves way to much for my liking. I'll probably have to experiment with the timing and or frames to tone down the head movement a bit.

By the way, I really appreciate all the feedback you've been giving me MysteryMeat.
I didn't think that your advice was unclear per say, it's good advice, and I understood what you meant. I just think you could have elaborated a bit more, no need to apologize for that though!

5
Pixel Art / Re: Improving a Running Animation
« on: March 29, 2017, 02:42:56 am »
I made the shoulder move in more of an arching path, and it seemed to have fixed its initial jittery movement. I also pushed the forelegs a few pixels back.
Old:         
Refined:

In regards to the perspective on the rifle, I could try to make the weapon point downwards some more. That way, it would look more like the weapon is not in a firing position. 
I could possibly experiment with the shoulder some more too. I feel like if I exaggerated the shoulder coming forward and backward more, it would give off more of a 'swaying' motion.

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Pixel Art / Re: Improving a Running Animation
« on: March 26, 2017, 09:53:50 pm »
I eliminated the majority of the jagged pixels in the waist area as well as on the rifle.
The pixels in the hip were all over the place at first, but I cleaned the hip up and now it looks more consistent. However I feel that the hip may need more work still. 
Old:         
Refined:

Thanks for the advice!

7
Pixel Art / Improving a Running Animation
« on: March 26, 2017, 12:57:58 am »
Hi!
I have been working on some animations for a sprite I made awhile back:

I’m mostly content with the animations I created, except for the running animation below. Something just doesn’t seem right about it. The shoulders seem to jitter around inorganically, and I can’t tell if the perspective on the weapon is correct or not.

Is there anyway I can refine this running cycle and make it a bit more fluid and natural?
I’m mostly looking for feedback on the running animation of course, but if there is anything to be said about my other animations, by all means, do tell me!

8
Pixel Art / New, Sprite C+C
« on: February 23, 2017, 03:57:09 am »
Hi,
This is my first post, so be gentle on me please... or be brutal (don’t let me tell you how to live your life)!

Joking aside, I would like some feedback on these two sprites I have been working on:

The only real problem I have is with the second figure on the right. He has a hand placed on the top of his weapon, but it seems to blend in with the noise in his torso, making it unnoticeable. Other than that, I can’t really find anything else I did wrong.

Are there any blaring mistakes I’m not catching?

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