Pixelation
Critique => Pixel Art => Topic started by: Rosier on December 15, 2014, 03:42:39 am
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I posted a few of these a few months back in another topic, but I continued to work over that time as well. In order of when they were made. Any critique is welcome.
(http://i.imgur.com/bZQys41.gif)
(http://i.imgur.com/KQ0Et71.gif)
(http://i.imgur.com/JOoPGSV.gif)
(http://i.imgur.com/Tuy7x46.gif)
(http://i.imgur.com/I6fBsJo.gif)
(http://i.imgur.com/CQOfuod.gif)
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Really cool stuff.
:y:
(http://4.bp.blogspot.com/-1IHrXNLwh_Q/VI5pSiRNOHI/AAAAAAAAAM4/iMujRX7EpLE/s1600/Link_Original_1.gif) (http://3.bp.blogspot.com/-eChXHwaXk5o/VI5pT5bfI7I/AAAAAAAAANA/97CpyWs5CKs/s1600/LinkEdit_7.gif)
I only analyzed and edited this one.
Could have edited it a bit more.
But I'd say they all have similar issues.
Some of the action is a bit slow.
The variation in speeds isn't as organized as it could be.
There is only 1 of each frame.
Duplicates will help you control the speeds.
Many of the frames could be stacked into a single frame.
Some of the animation appears to be in local space, while others do not.
The follow thru elements are a bit shy.
You're a good animator, and the patience and creativity shows.
But I feel like you could strengthen some of the basic concepts.
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I think one of the things I tried to take away from before I left for a bit was I was "Too Disney, not enough Trigger" or something like that.
Basically saying too many unnecessary frames and not enough motion.
Clearly need to work on that a bit more, then.
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Keep in mind, "Disney" stuff is fine, just not when you want action-y stuff; especially action-y stuff supposedly inspired by HLD.
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(http://i.imgur.com/TsejO2L.gif)(http://i.imgur.com/HPVfIGm.gif)
So if I'm understanding that right, it's hang slightly on the more subtle movement frames, and gun it on the full action ones...
I think.
First one is how I usually do it, second is hopefully more in line with your thinking.
I plan on adding to this a bit later with a few more hits, but it's better to see if I'm understanding this right.
Edit:
(http://i.imgur.com/sD9XubB.gif)
Ended up with this. Next time I'll probably make sure the actions flow into each other a bit better.
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Hey man this stuff is great! Keep up the good work :D After looking though, just as a though! If you want it to be more "Hyper Light Drifter" like you would want your timing to overall be much faster. Imagine hitting the attack button, and then it feeling as if you slashed the moment you hit the button! Very fast animation very little detail even maybe very blurred shapes.
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I thought I took care of that with the more recent combo one...
Well, I guess for now these aren't really game sprites. I'm playing with the style, and not thinking so much on the actual frame data or whatever.
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Great job,
I noticed that you made the scythe look like it was growing to create depth of field, how did you do this without losing the shape?
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Great job,
I noticed that you made the scythe look like it was growing to create depth of field, how did you do this without losing the shape?
A lot of scribbling a crescent shape, erasing, and redoing. :p
I stared at the end result and how well it meshed with the rest of the scythe shapes a million times for each frame and waited until it followed the curve.
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Great job,
I noticed that you made the scythe look like it was growing to create depth of field, how did you do this without losing the shape?
A lot of scribbling a crescent shape, erasing, and redoing. :p
I stared at the end result and how well it meshed with the rest of the scythe shapes a million times for each frame and waited until it followed the curve.
Very well done. Not going to lie, I learned a lot just from this one thread xD. I wasn't sure how to emphasize quick motions (like swinging a sword). Now I get it :D
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Great job,
I noticed that you made the scythe look like it was growing to create depth of field, how did you do this without losing the shape?
A lot of scribbling a crescent shape, erasing, and redoing. :p
I stared at the end result and how well it meshed with the rest of the scythe shapes a million times for each frame and waited until it followed the curve.
Very well done. Not going to lie, I learned a lot just from this one thread xD. I wasn't sure how to emphasize quick motions (like swinging a sword). Now I get it :D
I actually wasn't either. One of the main problems with my earlier animations was basically too many unnecessary frames.
(http://4.bp.blogspot.com/-1IHrXNLwh_Q/VI5pSiRNOHI/AAAAAAAAAM4/iMujRX7EpLE/s1600/Link_Original_1.gif) (http://3.bp.blogspot.com/-eChXHwaXk5o/VI5pT5bfI7I/AAAAAAAAANA/97CpyWs5CKs/s1600/LinkEdit_7.gif)
This really hammers it in.
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I've probably insinuated this a gazillion times, but since you found PPD's framecutting helpful, I thought I'd visually add that exageration of the parts that he emphasized with his framecutting (the buildup and overshooting after the movement is over is also a good thing).
didnt have much time so I only did the first link slash
your original pacing
(https://i.imgur.com/G08agKs.gif)
PPD pacing
(https://i.imgur.com/c19M1tU.gif)
CZ exageration
(https://i.imgur.com/NfSouNu.gif)
hope it is of some help!