AuthorTopic: GR#105 - Archer - Sideview Animation  (Read 11824 times)

Offline slym

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GR#105 - Archer - Sideview Animation

on: June 08, 2012, 03:08:23 pm




The perspective on the crouched shooting animation is ridiculous. I have no clue how to draw a horizontal bow at this angle :/

This is what I have so far.

« Last Edit: June 29, 2012, 06:39:52 am by slym »

Offline Pizza Tom

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Re: Desert Characters

Reply #1 on: June 09, 2012, 05:43:19 am
I like the feel of these guys a lot. A few quick points though:

1) The coyote seems a little too hunched over, and his fur reads almost like spikes toward his back. He also looks pretty sad, when his projecting organs would imply he would be more desperate/in pain.

2) A lot of your pixels seem to be wide- or tall- pixels. While that's a stylistic choice, it doesn't seem to be uniform enough right now, and is more distracting than anything. At first glance it almost appears to be mixed resolution as a result.
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Offline mistirbc

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Re: Desert Characters

Reply #2 on: June 09, 2012, 06:04:33 am
The shadding of the rocks in the background I think is my favorite part. All of the characters look really good. Shadding style is really classic and professional looking.

Offline slym

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Re: Desert Characters

Reply #3 on: June 10, 2012, 04:04:01 am
Thanks guys!

 Animations I'm working on:



Having difficulty figuring out how to attempt a roll animation....
« Last Edit: June 10, 2012, 09:18:04 pm by slym »

Offline imnumberfour

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Re: Desert Character Animations

Reply #4 on: June 10, 2012, 09:21:11 pm
Loving all you tiles and sprites so far! Not much crits on the animations because I have never attempted animating myself, however I think the trools looks good so far, however the crouching shot looks really awkward; I cant see myself having my arms like that. One last thing, you seem to love archery!

Offline Grimsane

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Re: Desert Character Animations

Reply #5 on: June 11, 2012, 01:55:41 pm
if it is for a side on game, having a slightly forward perspective arrow shots wouldn't make much sense.
something along the lines of this quick edit, doing it at a 45 degree angle would be a more practical approach if in game has some form of multi-directional arrow shooting mechanic


you'll need to get your pose right and position the bow and arms correctly, but that's what I'd suggest. crouching will be difficult though, see if you can animate a straight ahead arrow shot from the crouching position, if you can't then I'd advice against tackling it unless you think you can figure out how to make it work at that res.

Really really dig your style :y: the animations you have done so far look pretty effective. (although opening them up there are empty 0ms frames all over the place  ???)

and if you are doing multi-directional shooting I'd recommend between 6 to 8 atleast 3 per facing direction, and the possibility of Up and Down. if you have flying enemies UP is a good idea, and 8 wouldn't be necessary unless you have the ability to shoot down through platforms ie.

Offline Sohei

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Re: Desert Character Animations

Reply #6 on: June 11, 2012, 02:32:58 pm
I thought that crouch position deforms real proportions and made some adjustments.
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Offline coffee

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Re: Desert Character Animations

Reply #7 on: June 11, 2012, 03:49:16 pm
Ive longed for this to continue :D

Looks really good. A few things I would adjust is;

1. when he rolls, he should stretch his arms out before he rolls to get the power to go forward.
2. When he shoots the arrow, it would look good to get some more vibration to the bow when the arrow is shot. Meaning the bow should bounce a bit forward when its been back. Right now it's a little to hard.
3. the angle of the bow when he's crouched. The angle you got now looks good, you could just add one more frame when it's entierly horizontal, though what ive seen you still tilt the bow a bit when you shoot like that (like you have done)

Offline PypeBros

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Re: Desert Character Animations

Reply #8 on: June 11, 2012, 07:52:51 pm
Ever thought at using Flashback/reminiscence sprite as a reference for that crouch-and-roll animation ?

Offline Adam

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Re: Desert Character Animations

Reply #9 on: June 12, 2012, 02:01:31 pm
Lovely great sprites. Not much crit about the sprites themselves. Just a small one on the stance: I was at an archery training some weeks ago, and my trainer repeatedly warned me not to lean backward as your first guy does. Rather forward. I know it enhances the pulling animation, it looks probably better your way, just pointing out.
Nice. Now do the whole thing with the EGA palette!

Offline Lepix nasom

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Re: Desert Character Animations

Reply #10 on: June 14, 2012, 02:36:16 am
When animating a roll you need to think about how you would do it.  This means how you would do it and in turn not break your neck.  The only way to do that is to use your hands as cushioning or to roll on your shoulder.  If you have ever attempted a shoulder roll before you'll realize that it's extremely easy and extremely safe.  Shoulder hits the ground first but that also is not to say you drop your shoulder on the great using only vertical velocity.  This only works if you have some horizontal momentum.

Offline slym

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Re: Desert Character Animations

Reply #11 on: June 28, 2012, 05:33:59 am
Thanks to everyone for such awesome critique. I haven't had enough time to really get into the animations again, but as soon as I do I'll do my best to work with what y'all said.

Here's another character I'm working on. (Next to the hero for size comparison)

Offline PixelPiledriver

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Re: Desert Character Animations

Reply #12 on: June 28, 2012, 09:13:06 am


I've tried to imply the sideways bow you were looking for with the following:
1. Change in color <-- Dark bow color for the back, Highlight near bottom knob on the front
2. Change in thickness <--- thicker bow and string in front, thinner in back
3. Transition of perspective <-- frames to show the form of the bow changing and the front/back colors increasing/decreasing.

However this is a VERY messy edit and you could do this much more exaggerated and successfully than I have.
The extra transition frames can be used to help the other areas of the image as well.

Cool stuff!
« Last Edit: June 28, 2012, 12:37:05 pm by PixelPiledriver »
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Offline slym

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Re: Desert Character Animations

Reply #13 on: June 28, 2012, 03:44:43 pm
That is an incredible edit :o

I love the speed of it too. I'll have to get on to the horizontal animation and see what I can do!

[edit]: Update with the old tiles.



I may need to make the trees a lot larger now that the sprites are so much bigger. This was more of a style consistency check, I'm not sure where the setting of the game will take place yet.
« Last Edit: June 29, 2012, 06:40:54 am by slym »