Pixelation

Critique => Pixel Art => Topic started by: jahasaja on July 13, 2014, 10:30:00 am

Title: Metal on Metal sparks
Post by: jahasaja on July 13, 2014, 10:30:00 am
Hi all,

I try to do an impact animation when a sword strikes a sword or a sword strikes armour.

This is what I got now, It does the job but does not really pop out. I should also add that the animation goes a bit quicker in the game.

(http://www.skadedjursbekampning.nu/uploads/sparks1.gif)

any advice much appreciated.

Title: Re: Metal on Metal sparks
Post by: Farage on July 13, 2014, 09:14:00 pm
Im no expert, but as far as im concerned, just adding more frames would make it look a lot better.
Really, single high contrasted pixels with a lot of frames creates a good impression of "sparks"

To prove my point:
http://37.media.tumblr.com/6650c141f8b4247867a9b4b91b37829b/tumblr_n4nfnyQWJs1smtro9o1_1280.gif
This is from a kickstarter project called witchmarsch
Title: Re: Metal on Metal sparks
Post by: jahasaja on July 14, 2014, 12:24:43 pm
Thanks that was a nice example.

I ended up coding it into the game with single sparks that turns transparent to make it more random. But the effect is quite similar to your example 
Title: Re: Metal on Metal sparks
Post by: Alex Sinigaglia on July 15, 2014, 01:06:48 pm
I added five more frames for the spark  ;D

Slow:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/sparkeditslow.gif~original)

Fast:
(http://i1066.photobucket.com/albums/u402/GodofDeath94/sparkeditfast.gif~original)
Title: Re: Metal on Metal sparks
Post by: EvilEye on July 15, 2014, 02:24:04 pm
Explosions ( this is technically a kind of explosion ) start out fast and then slow down. So it should be fast in the beginning and slow down at the end. What you have right now looks a bit like some kind of magic effect.

I wouldn't over do it with frames though. Just a couple more frames then what you first had would probably be adequate.

*EDIT* Oh yeah I would make the starting sparks very bright but the later ones darker. You do this a little but not as much as is needed IMO.
Title: Re: Metal on Metal sparks
Post by: rikfuzz on July 15, 2014, 03:38:30 pm
Sparks are little bits of metal, so they should be subject to gravity - fall, bounce etc.  Prime candidate for particle effects rather than a compiled graphic.

I prefer lines rather than individual dots, as that's how you generally perceive them.  You can do that by interpolating the current and previous position and drawing a line, or just having a few rotations and working out which is appropriate. 

[Science: Because their surface area is large but their mass is small, they oxidise very quickly which produces the heat that makes them glow. Or something like that.]
Title: Re: Metal on Metal sparks
Post by: jahasaja on July 15, 2014, 03:55:01 pm
Thanks for all the good suggestions.

Yeah I ended up coding it into the game. I Did not use lines but just pixels that gets more and more transparent.

I tried to capture a video of it to show but the frame-rate became to bad (used camstudio), If anybody know a good video program for you own screen I can give it another try.. But I guess it is not pixelart any more?
Title: Re: Metal on Metal sparks
Post by: PixelPiledriver on July 15, 2014, 07:44:02 pm
FFSplit (http://www.ffsplit.com/)
Title: Re: Metal on Metal sparks
Post by: jahasaja on July 16, 2014, 10:08:17 am
Thanks (again) PixelPiledriver!

okay so here is my try from ingame (the game is WIP!!!!!)

Title: Re: Metal on Metal sparks
Post by: Gil on July 16, 2014, 10:21:58 am
In this case, you might be better off with particle effects for even more dynamic sparks, but it already looks fine now.