Pixelation

Critique => Pixel Art => Topic started by: wezzulus on May 30, 2016, 12:39:23 am

Title: New Sprite & Run cycle
Post by: wezzulus on May 30, 2016, 12:39:23 am
Update 2: Some more progress is made.

(http://i.imgur.com/sROG0eo.gif)(http://i.imgur.com/St5pHNj.gif)(http://i.imgur.com/Xe9cez6.gif)


Update 1: Made some progress on the side run sprite. Also started on the front.
(http://i.imgur.com/pYmVuja.gif) (http://i.imgur.com/RD1eC8Q.gif)

(http://i.imgur.com/Vte3gXK.gif)

I think it's nearly been a year since I was last active on here. Kind of lost all motivation and sunk in to a very awful art block. But currently getting my creative juices to flow again I decided to slowly start work on my game again. A fresh start, with new assets. To start with the main character. I got his direction sheet and the first rough run cycle done.

Felt the need to share this again and see what feedback I'll get. Last time it's helped me out a lot and I have learned from it. Hoping to do the same now.  :)

Character sheet:
(http://i.imgur.com/UXaxN8Q.png)

First animation draft:
(http://i.imgur.com/w4DPCgu.gif)

Second draft with the coat added in:
(http://i.imgur.com/reMeyP5.gif)
Title: Re: New Sprite & Run cycle
Post by: Curly on May 31, 2016, 01:23:43 am
Looks nice :)
The only thing that bugs me is that the face looks kinda empty except when it's facing right. The extra hair pixel makes the eye look bigger and makes it more... manga-style? Which looks cool but clashes with the look of the other sprites.
But don't mind, maybe It's just me ???. It's not a big deal anyways.
Title: Re: New Sprite & Run cycle
Post by: wezzulus on June 22, 2016, 10:40:57 pm
Got around to finishing all 4 directions. Well.. I say finished but I'll probably end up tweaking them still.

(http://i.imgur.com/JGHGgSl.gif)
Title: Re: New Sprite & Run cycle
Post by: 32 on June 23, 2016, 02:36:07 am
These are really nice. Only thing that I might change is the arms going to full extension at the back of the swing. Really depends on the character you're trying to convey but I find keeping the arms slightly bent tends to look better.

Looking forward to seeing more ;D
Title: Re: New Sprite & Run cycle
Post by: wezzulus on July 06, 2016, 02:35:31 am
These are really nice. Only thing that I might change is the arms going to full extension at the back of the swing. Really depends on the character you're trying to convey but I find keeping the arms slightly bent tends to look better.

Looking forward to seeing more ;D
Thanks for the feedback! I was torn myself on how far back I should make the arms go, I'll adjust it tomorrow and see if I'll like the difference.

In the mean time I also started the attack animations. It's very rough and doesn't quite have the movement I want it to have yet, looks like he does a bit of a hop now... But that's a problem for tomorrow's me.
(http://i.imgur.com/DQJx3L5.gif)
Title: Re: New Sprite & Run cycle
Post by: Rosier on July 06, 2016, 03:10:28 am
It would look a lot snappier if you cut out the frames where the slash is midway through.  The motion would carry through because of the motion blur, but you could also have it fade a bit better when the character finishes the attack.  Right now, it looks like the weapon warps from the final strike area to behind him.
Title: Re: New Sprite & Run cycle
Post by: hapiel on July 06, 2016, 01:19:17 pm
I don't understand what happens with his legs in the slash.. Is he facing his butt to us in the first and the last frame of the slash? Then how does he make the steps in between?
Also, he might lean over more to the camera mid slash, move the whole thing down a pixel or two midway :)

The motion blur is a bit strange in some places. In the first frame it seems to be pushing from the sword, instead of pulling. Then at the mid part it is very far away from the character, as if his sword got muuuch longer, and then in the end it disconnects from the sword...

I tried to quickly fix the things I mentioned above, except for the legs.
(http://i.imgur.com/7QiJC1z.gif)
Good luck :)
Title: Re: New Sprite & Run cycle
Post by: MysteryMeat on July 06, 2016, 07:26:43 pm
(http://i.imgur.com/eYPMB1j.gif)
Sped up the frame duration to 60 milliseconds per, as well as tweaking the legs, using the last edit.
I tried to make it less of a sweeping leg motion and more of a quick stance-switch, to give them more of a grounded feel during the swing. The extra speed gives it a snappier and more powerful feeling to the swing, I hope, and will make the animation smear on the sword flow better.
Title: Re: New Sprite & Run cycle
Post by: wezzulus on July 06, 2016, 08:57:42 pm
Thank you ever so much you guys. I appreciate all the feedback and you taking your time to make edits. I've only just seen ypur edits just now, but I have been working on it myself today and this is what came out of it:
(http://i.imgur.com/Rdr54CJ.gif)

I still hd to fix up the legs, I had no idea what happened there. Maybe my brains broke staying up till 6 in the morning. I had a lot of difficulties but I think the legs should be fixed this way? I also decided to mirror the slash and let it come from (our) right. I felt like in the previous version, he looked more like he was swinging a baseball bat instead of a sword. Just didn't sit right with me. Still have to finish it.. but let me know what you all think and thanks again!

Also decided to give the shirt a different colour.
Title: Re: New Sprite & Run cycle
Post by: MysteryMeat on July 06, 2016, 09:50:26 pm
I sped it up again and stitched the new animation onto the old one, makes for a good combo slash I think!

I also highlighted the leading foot by coloring the shoe in, makes it look more stable and draws the eye into noticing the foot stays around the same position.
(http://i.imgur.com/HQfOEfS.gif)
Title: Re: New Sprite & Run cycle
Post by: wezzulus on July 06, 2016, 10:18:06 pm
I sped it up again and stitched the new animation onto the old one, makes for a good combo slash I think!

I also highlighted the leading foot by coloring the shoe in, makes it look more stable and draws the eye into noticing the foot stays around the same position.
(http://i.imgur.com/HQfOEfS.gif)
Seeing them like that they do work good together, don't they? I am planning to make a 3 slash minimum combo, so this really motivates me more toward that. It's why the last frame turns slightly back again and the sword disappears. If the attack button hasn't been pressed it will go a tad more smoothly back to the idle position. Or if it has been pressed it will go smoothly in to the next attack animation. At least, that's what I'm hoping for.
It does help seeing the foot coloured like that. I'm not going to lie. I kind of lost the perspective on the feet last night.

Originally the speed is a lot faster, but for the sake of seeing the frames slightly better, I slowed the animation down a bit.
(http://i.imgur.com/DJJijNC.gif)
This is how the speed goes in the original gif, which probably in game will still be tweaked as well.