Pixelation

Critique => Pixel Art => Topic started by: Vinik on November 16, 2017, 04:33:02 am

Title: Here goes a 16x16 character animation
Post by: Vinik on November 16, 2017, 04:33:02 am
I am pretty green regarding animation, and also have been struggling with making larger 8 directional characters on 2.5d perspective for a while (sight), so I tried to go much simpler and make a 16x16 character to get something done quickly and possibly learn some fundamentals I am likely lacking. So here goes nothing:
(https://i.imgur.com/DUKytg1.png)
Thank you all in advance for any input on it, The feet and arms are the most problematic I think, and sideways jumping is not even done, cant seem to get it on my head. rendering proper posture on these tight areas is quite difficult so I ditched form conservation went for a more elastic kind of character, hands grow when gesturing, etc.
Title: Re: Here goes a 16x16 character animation
Post by: eishiya on November 16, 2017, 01:06:59 pm
It's hard to critique animation without seeing it in motion, and it's hard to critique the still frames when there is no spacing between them.

2.5D is not a perspective. It simply refers to a 3D effect achieved with 2D, such as isometric art, art using parallax scrolling, etc. I'm guessing you mean a 3/4 RPG perspective, based on the sprites?

I think all the views could use a bit more hair/top-head to convey the RPG view, if that's what you're going for. The bodies look good but the heads feel rather front/side-on. Perhaps going with a one-pixel eye like on the 4th from the left, top row sprite would work better, it feels much more like they're viewed from above (though I'd still have less forehead and more hair, or if the hair is meant to be receding, emphasise that more).

The feet in the bottom right sprite are a bit much, looks like the character is standing on their feels. The others have more reasonable feet for RPG view.
Title: Re: Here goes a 16x16 character animation
Post by: Vinik on November 16, 2017, 05:34:41 pm
Hey, sorry, I exported as spritesheet and completely forgot about the gif.  :D
(https://i.imgur.com/9Bx808w.gif)
I tried making the heads look more topdown as you suggested, shaded the hair, lowered the face, and gave the hair another line of pixels. Lost a bit of face smoothness but it turned out ok I think. I just noticed that all my other attempts have the face wrongly looking at the "camera" instead of its front direction. I knew I would learn something with this lol. Also added knocked down sprites.

I am also so used to referring to my engine as 2.5d on other forums that I mixed up the terms here,. My perspective is always topdown. Until very recently I was using 4:3 (either 32:24, 24:18 or 16:12 tiles), but recently I started developing new tilesets for 2:1 perspective that would match isometric if walls were oriented diagonally.

Here I am making a 16x16 to use on a much simpler prototype without all the z collisions and whatnot, so I wont get stuck on so many technical things and actually see a game getting made, even if it is simpler.

Edit: oops, messed up a frame, there.