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Messages - wzl
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251
Pixel Art / Re: Johnny J - Animated
« on: February 07, 2015, 04:57:58 pm »
Thanks for the input :D

Yeah flashback had 20 frames for the full cycle, blackthorne had 16; each without transition.

Actually it would require some redoing. The animation is created so it moves 3px per frame (see the guide pixels below the floor). That is not deliberately, it simply happened to fit the first attempt pretty good. Simply adding inbetweens would result in a 1-2-1-2.. frame offset and probably remove all fluidity.
I'll likely need to adjust it so it moves 4px per frame so i can add inbetweens evenly. Not sure how that will affect the animation yet, but it is something i'd want to do as well, as currently there's an obvious skip between frames.

I'll need to keep these things in mind making further animations, so thanks pointing it out :)



Ok, looks like the modifications were minor. I was able to adjust the limbs movement easily and in return got an even better range of motion for the legs.

I added some inbetweens and it turned out quite smooth





20frames per cycle, currently at 50ms per frame



I did some modifications to johnny. gave him a jacket because i guess it's quite cold in caves, and it makes the animation more lively.


252
Pixel Art / Re: Johnny J - Animated
« on: February 07, 2015, 03:25:45 pm »
When I see the palette you posted I can say that you are using 10, and only 5-6 of them are actually visible. This means that you have redundant colors which you should remove, and reuse the rest of them.

Regarding animations I like animations from first post, they look very nice considering their size. :)

Thanks, i like the small ones too, but i'm not sure if they're feasible anymore. It's an ongoing process still, no decisions made at that point.

Good point on the colors! there was no reason for the belt and shoes to have different shades of dark brown. Otherwise i have 3 additional browns for the trousers: foreground leg, background leg, and a mid that acts as highlight on one, and shade on the other.
The remaining brown is the hair color.
2 skin and shirt shades to hint at foreground and background.
I don't think i want to reduce it any further though.

I did some refinement on the walk loop. PPD pointed out some hints on stream, slanting the foot before landing and adding a little jumping arc.

Here's what it looks like after reapplying the shading:

static:


locked to motion: (is there an actual term for that?

253
Pixel Art / Re: four sprites
« on: February 07, 2015, 12:55:29 pm »
animations look nice and fluid.

couple of things though that caught my attention

the big guy looks like he is wiping sweat from his chin. i think this is because the cutthroat movement he does is in his wrist instead from his whole arm. maybe also try using fewer frames for that to give it a faster and more threatening  feel. currently it transitions too smooth from the cutthroat to the chestbump. a bit more impact would spice it up i feel.
Also his lower body doesn't move at all. especially with the chestbump you'd expect some movement in the hips as well.

The girl legs are stretching when inhaling, this feels unnatural. try instead to only move her upper torso. fill it with air so her chest bends outward a bit.

255
Pixel Art / Re: Johnny J - Animated
« on: February 06, 2015, 10:38:34 pm »
I've come to several conclusions these last few days. The approach i want to try does not easily apply to a sprite of that size. I'm nowhere near as experienced to make it work.  That plus the lack of color depth compared to the environment made me consider to try scaling it up.



The size went from 1 1/2 tiles to 2 1/2 tiles. It might bring some benefits to the game-play, but it might have some drawbacks. That remains to be seen.
For instance, i could now make him step up 1 tile steps automatically, where as before he'd need to climb it up.

Animation wise i think it helps to have more control over the pose. Slight adjustments don't throw the entire pose off.
Rough run loop so far:


Thanks again Johasu, for the advise to use silhouettes for the process. It really helped to get things going!


I'm unsure if this is the way to go. It feels a little like abandonment. But you shouldn't get too attached for no reason...right?

PS: In hindsight it feels sort of silly maintaining two threads on basically the same topic. Does anything speak against merging them, seeing a bunch of animations in PixelArt as well.

256
General Discussion / Re: Streaming Pixels Thread
« on: February 06, 2015, 06:50:42 pm »

257
Pixel Art / Re: UPDATE: Pterodactyl Mobile Suit Design ~ OCTO FORCE
« on: February 06, 2015, 12:12:33 am »
I doubt you will ever find a consistent and complete guide on any art topic. There are always different point of views and receptions if it comes to that.
The important thing is that you understand the concepts and the reasoning behind them and learn from what is trying to be taught. How you apply it is up to you.

258
Challenges & Activities / Re: The Daily Sketch
« on: February 05, 2015, 10:37:19 pm »
That mario mockup is magnificent. the perspective fix also helps to keep the brain from falling apart  :lol:

I did a quick practice piece with predefined palette. Everybody, meet Herbert



259
Pixel Art / Re: Johnny J
« on: February 04, 2015, 11:32:34 pm »
Actually i like the under-view of the ceiling  :P

Parallax to the rescue


260
Pixel Art / Re: Johnny J - Animated
« on: February 04, 2015, 11:29:37 pm »
Yeah the physics will suffer, or change a lot from that.
The character will turn out nowhere near as mobile as it was in earlier tries. Like the artstyle this thing is constantly changing until it becomes what it wants to be :D (whatever that is)

For now i still need to see how it feels. After today i realized i dont want to continue working is flash, so i'll probably rewrite it, which will have to wait until the weekend.

I was playing around with the animation to see if it would work with them as they are. turns out it's not.


The walkcycle looks reasonable after i removed a frame which made it jump around quite a bit.


The run cycle requires a little more work i'm afraid.



Finally i tried to get from one pose to another, back to the first (left leg front vs right leg front) but the transitions were tough to work out. the arm movement is still wonky in the transition and i dont know how to fix it without changing the standing pose completely.

The idea is that as soon as you press a direction, the cycle starts, and if you stop, the animation doesnt instantly cancel but play to the next frame that can transition into the stand.

It sort of makes me want to go back to the silhouette version  :-\

In case you want to try the current version, beware its buggy, glitchy mechanics!
https://dl.dropboxusercontent.com/u/12237727/ungame/ungame.html

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