but in the end the comment itself could be done by anyone
So could "Add more AA" and "use selective outlining"
I completly agree, your point? I think they are all about as useless. You ask anyone I chat to and they'd confirm you I do not apreciate any of those comments. All of them, if not suggested for a very specific reason, are a total waste of time, because they suggest you spend extra time adding extra polish into a sprite "just because", and as we all know every pixelpiece could always be more polished, therefore me all these are about like saying hey "make a better piece" only masked a little bit to fit the situation.
I do belive that there was something unfair in my post, and that was to direct it only to just poor little Fatal, because it wasnt like he just came and said useless crap, he was honestly giving his best crit, it just happened to be a nasty habit that he, as a new member picked up from the peers he looks up to, so it's not really his fault. Anyone who reads it, take it as a personal advice too, as I said, it's a good way to think in general.
if you find it somewhat degrading, maybe you should :p, I wont deny that I have done it too, but making a bunch of frames just to erease them IS a waste, as with any waste or defeat you can learn a lot, but it is not a good advice to tell someone to waste their time.
I dont think you really got my point, see, it's just like sals used to say, people tend to think smooth=good, when smooth=smooth, efficient=good, so adding a bunch of frames for no reason is just a waste of time.
If more frames were a solution for anything, any idiot could make the best animation if he just had the time to make 4029658365 frames, but that isnt the case, to animate correctly you have to be aware of the implications each one of the movements you draw make, and to be able to fullfill all these implications in the remeaining frames. Now, belive me, I say this because of my experience, adding frames to fix your animation can only mean trouble, because the problems will all still be there, you'll just have to fix them in a lot more frames than what you had before, making it 10 times a bigger pain in the ass than before. Adding frames to fix an animation can effectively ruin it (I've done it myself).
to prove my point, Xanthier actually did what you suggested, a really long anim, and then cut them down. obviously it didnt quite work out.
now, I hope that's it for that subject, now Xanthier, I think in your case, the best advice I can give you given that you have few frames, is to make everything do what it has to do in only one movement. see, maybe you want the cacodemon to blow his head up and then fall, you'll have to settle with him blowing his head while he falls, and somewhere in there de-integrate his jaw as well.
Do not add any frame that doesnt move the anim fordward, for example your starting frame goes in a completly diferent direction than the rest of em, you really dont have time for that, you'll have to learn to make every frame lead into the next, trace the routes every part of caco will take (I mean in your head, but do it phisically if you have to) and then draw all the movements following those lines.
also, you have all the guts falling, and then caco suddenly snapping to the ground, that looks choppy, if you want to have his guts fall first, have them both fall, while maybe his guts do so a little earlier/faster than the rest of him.
for example, you want the brain to blow up, dont make it blow up, and then fall down, just make it blow up. if you want the jaw to de-integrate, make that while it falls too, because you probably dont have enough frames to make anything turn around.
And you probably think this a little wildcard of my own because I always use this advice, but I just belive in this so much I think everyone should try it. drop the freaking details. I dont understand how everyone keeps their sanity while animating with all that detail, make sillouethe animations first (if you are working with one more object, you can color code them to diference them, but still use sillouethes only), THEN add in all the detail and fancy knick-knacks, you'll be far less confused, and the core of your animation will be far,far more soid.