Pixelation
Critique => Pixel Art => Topic started by: Anomaly on February 17, 2018, 02:18:37 am
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Just switched over to Aseprite from using Photoshop for pixel art animations.
what a good program.
Here is the first thing I made on it.
It's an attack animation for a PvP fighter game I'm making in Game Maker Studio 2.
This is the very early rough draft just for animation. No details of the armor yet.
The sword will be on fire.
I had a nice wind up for the swing going, but i felt it would be too much lag between key press and hit so i sped parts of it up but now it seems kind of too fast to me.
What do you guys think?
(https://media.giphy.com/media/2vpDBNw4zSBRsc2e3O/giphy.gif)
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Too jumpy, not too slow. Adjust and smear that between frame and have the end go a bit slower as the Power of the swing is diffused.
Alternatively, for a more Berzerk e chunky look you could have the slash stop at that lowest point at the end where it's fully stretched out like he's done a big chop and then have him drag it back. Bonus points for embedding in the earth a little!
EDIT: rephrasing since I posted this on mobile:
Have the swing be the same speed at first, but slam into the ground on that last frame. It'll lend it a lot of power. Then for the reset have them drag the sword straight back towards them into the ready position. Most of the animation here should be in that recovery, since putting too much in that leading bit will undercut both the required-by-the-game immediacy of the attack and the TIMING of the attack.
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Thanks man. I really appreciate the advice!
I'll try that.
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Have the swing be the same speed at first, but slam into the ground on that last frame. It'll lend it a lot of power. Then for the reset have them drag the sword straight back towards them into the ready position. Most of the animation here should be in that recovery, since putting too much in that leading bit will undercut both the required-by-the-game immediacy of the attack and the TIMING of the attack.
here we go... think the recoil, should be smoother maybe
(https://i.imgur.com/fbtfoDM.gif)
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For sure. Think in arcs, try having him overextend a bit before hitting the resting step so it kinda goes up then down on his shoulder
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Along with those suggestions you should definitely look into adding some anticipation to the animation. Give a few frames of the character charging up and leaning back a bit along with his sword. It'll take a lot of that jumpy feel away.