Pixelation
Critique => Pixel Art => Topic started by: mtpassd on August 11, 2017, 03:16:49 am
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Hello, I am working on an action-platformer with a classic gameboy aesthetic. I am having trouble deciding on whether or not to animate the idle for the player character. I could spend more time fine tuning the animated idle, but at this point I almost like him still more. The sprite is 32x32px and is four colors. Any thoughts on which seems more effective would be much appreciated.(https://www.dropbox.com/s/q4pgim3c3eybhwj/idle.gif?dl=0)
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(http://i.imgur.com/BsispmY.jpg)
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PSA: don't use photobucket.
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I like the animated version a lot more because it makes him feel more alive. Great work on the rocks too!
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(https://dl.dropboxusercontent.com/content_link/BsXDN9VgrurPGFdkpgRnlBWFQMy5Pd3HsaGwqrCVQgM8lNJC6nshQVRwjFCHJ3Rc/file?dl=0&duc_id=vvIQiNLdJT5EzbsYaM4FgUj4oeUvc0BcKw5QFOx253w35Sfpm9Xb3h9ahJIHedoZ&raw=1&size=1600x1200&size_mode=3)
The image doesnt show for me. I had to quote your original comment to get the link.
But yeah, I like the animated version more. Good job!
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Animated characters is always better! :)
Good job! :y:
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I prefer the still version, but mainly because the animated version feels like the entire character's getting pulled up simultaneously, rather than just bits of him moving as a result of breathing. There's probably no reason for the gun and crotch to move like that. However, if you do want move movement, then I think it could use some motions that lag behind or precede the breathing, instead of being perfectly synced to he breathing. For example, consider having the head turn slightly, but perhaps between breaths, or maybe every other breath.
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Thanks for the replies, it seems the consensus is on the animated idle. Though I agree with the critique. He seems to pull upward, more than expand outward is if breathing. I am going to work on a new draft of the idle animation and repost for opinions. Thanks again for the valuable feedback, fresh eyes make all the difference.
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Here is a much more effective breathing animation. Any thoughts on improvements for increased polish.
(http://i.imgur.com/Pin0Das.jpg)
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Very minor, but on the gun arm when he inhales the outline raising looks strange, like his forearm is growing to meet his shoulder pad. I'd maybe leave the subtle animation on the right arm and remove the outline on the left, or maybe let the arm move outward just one sprite to reveal more of the upper arm, as long as it doesn't look too pronounced or unnatural.
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It's odd how still his gun is compared to the breathing. Maybe have the arms move every so slightly to not make parts of him look like a statue.
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I agree, with the critiques and have created a couple more idle cycles based on the suggestions. Which one is better left or right? Suggestions on improvements?
(http://i.imgur.com/hpnvZkD.jpg)
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I agree, with the critiques and have created a couple more idle cycles based on the suggestions. Which one is better left or right? Suggestions on improvements?
(http://i.imgur.com/hpnvZkD.jpg)
Looking great. I'm really jealous of that breathe effect you got out of it. It really looks like the chest expands.
I prefer the movement out of the gun sprite. This is being nit picky but he is breathing a bit fast for being idle. try increasing the stand still frame by one at the end. Kinda curious how it turns out.
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I agree, with the critiques and have created a couple more idle cycles based on the suggestions. Which one is better left or right? Suggestions on improvements?
(http://i.imgur.com/hpnvZkD.jpg)
Looking great. I'm really jealous of that breathe effect you got out of it. It really looks like the chest expands.
I prefer the movement out of the gun sprite. This is being nit picky but he is breathing a bit fast for being idle. try increasing the stand still frame by one at the end. Kinda curious how it turns out.
Thank you, I have been working hard to get it looking right. I think the breathing is indeed to fast. Here it is at a more rested pace I think I am almost finished with the idle.
(http://i.imgur.com/RWg3u3e.jpg)