Critique > Pixel Art

Barbarian sprite with NES specs [WIP][C+C]

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cels:
I don't have time to do an edit right now, but maybe you can look at sprite sheets from other fight games in order to learn from the masters?

https://www.spriters-resource.com/fullview/118266/

The gold standard is Makato from Street Fighter 3, in my opinion. But she is obviously heavily exaggerated in her animations. Which is cool.

fskn:

--- Quote from: cels on April 20, 2021, 03:12:02 pm ---I don't have time to do an edit right now, but maybe you can look at sprite sheets from other fight games in order to learn from the masters?

--- End quote ---
I was thinking of doing exactly that. xD

Street Fighter was my first thought, anyway, but... I may need a different type of reference. More brawling, less martial arts.
But don't worry, I'll do some research.

fskn:
Slow progress. I redid some of the punch animation. And did an alternative "hook" (-like) punch.
I'm thinking if a smear/speed line/arc thingie could be used to make the reach a little longer...



It feels a little choppy right now.

---

Maybe if I just keep the head in profile the whole time...

SeinRuhe:
Hey! Look, more time for the forums  ;D

I totally love the character design, reads so clear that is scary, I may have to put you down to eliminate the competition :mean:

First of all I have to say I've never worked with restrictions in mind so my advice may not be as useful for this specific case but here I go:

- As it is, well, the punch feels weak and the reason is exactly what Cels told you, It's all about those hips baby, my advice when animating anything is to picture yourself as the subject, in this case, throw some punches and try to feel what every part of your body is doing.

- More specific, I think there are two principles of animation that can be applied here without hindering playability: Anticipation and Overshoot. Since this is for a game anticipation can't be actual frames, instead of that use the smear to convey that anticipation, simply draw the smear from his back to the front, this gives the impression of anticipation. As for overshoot, well, in this case is better to add another frame for it and push everything a pixel further, the feel a single frame can provide is out of this world.

- Again, not sure of the palette or the restrictions, but for the idle you may want to try sub pixel animation like in Metroid for the SNES, so, some movement of the outline, followed by movement on the shading only (Pretty much an after image, like Megaman dash)



I'm sure my edit has many improvements that can be implemented to give it a better feeling so if you guys have any ideas I will be really happy to read them! I hope the edit helps with your project!

cels:
Nice! I definitely prefer the version with the head turning. I don't have a gif editor but I wonder if it would be possible to rotate his rear foot as he's rotating his hips.  If this is meant to be seen at 4x or 8x, I can understand if you're worried that it'll be too choppy. Maybe more frames can fix that.


(The highlights on the boots look weird but I included them in case you didn't want the boots to flicker as he punched)

In terms of making the hook reach a little longer, I guess you could do that. It's not realistic but it looks good and it makes it easy for the player to understand and read.

PS: Really great edit by SeinRuhe and I note that he's twisting his rear leg as he's punching as I was going to suggest. This is a natural consequence of turning the hips and helps reinforce the feeling of power like it's not just upper body.  :y: ;D

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