Pixelation

Critique => Pixel Art => Topic started by: mozzy on March 17, 2009, 10:56:17 pm

Title: Loli animation help
Post by: mozzy on March 17, 2009, 10:56:17 pm
Loli girl running.
(http://img17.imageshack.us/img17/645/runin.gif)
The original sprite is mine, but its bieng animated by shawn. He's can't post it here for what ever reason, so I'm doing this for him.
This is for our collab game project.

Hair obviously should be bouncing, but he's more worried about the limbs at the moment.

Title: Re: Loli run~
Post by: Coconut on March 17, 2009, 11:13:44 pm
Cool, but what are those things on her hands?
(Lovely running sprite, very very smooth, besides the non-moving hair ;))
Title: Re: Loli run~
Post by: Memo on March 17, 2009, 11:19:31 pm
i think those are just placeholders for hands. And i agree, the hair and whole head in general could use some more animation.
Title: Re: Loli run~
Post by: mozzy on March 18, 2009, 01:28:29 am
my edit:
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/Lolirunv2.gif)
eh?
Title: Re: Loli run~
Post by: mozzy on March 18, 2009, 02:06:54 pm
Halp!
(Shawn's edit of my edit)
(http://img8.imageshack.us/img8/9495/quickedit.gif)
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/FlowerProject.png)
Title: Re: Loli run~
Post by: Ben2theEdge on March 18, 2009, 06:00:38 pm
I like! If I were you I'd be a little bit concerned with how visible her leg motions will be when the game is actually in motion, but aside from that it's looking good.

I would advise against working on a white background unless you intend to keep it white (or extremely bright). White makes it much harder to estimate good shades and values for when you put something darker behind it. Neutral gray will give your tones much less bias.

If you're working with an art program that supports layers you should probably sketch out more of the scene quickly with blobs of color so you can get a better sense of what you're working with. Creating such detailed in the tiles right away without any kind of context is always risky because you might decide they don't match with whatever you draw next, and then all that work is wasted. Plus working on the foreground and background together will make the whole scene look much more unified when it's finished.
Title: Re: Loli run~
Post by: mozzy on March 21, 2009, 06:46:47 pm
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/ohgodhowawful.png)
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/IHATEME.gif)
Supposed to be a fast midair sword slashing animation. This is by far the worst I have ever done :c

It currently animates a lot slower than it should for somereason. Maybe because I'm using Chrome.
Need a lot of c+c for this.
Title: Re: Loli animation help
Post by: Terley on March 21, 2009, 08:11:50 pm
I'd add a bit more warmth to the rocks in this mockup, a bit too yellowish imo, also I think the grass is really blinding. Here's how Id have it, if it helps.

(http://img27.imageshack.us/img27/2296/mockupedo.gif)

..edit

oh sorry how rude, loving this so far such a cute sprite. goodluck.
Title: Re: Loli animation help
Post by: Emtch on March 21, 2009, 10:25:03 pm
Very good looking character and environment, though the attack animation is not so good.

Is it supposed to be one swing? Because it looks like two separate attacks, one diagonal and one horizontal.

The blur shouldn't stop in the middle, it ruins the illusion. Why is the other arm bending like that? Doesn't look right.
Same goes for the leg, why is it moving up? That move would be impossible in the air.

Btw, nice Swedish head  :D
Title: Re: Loli animation help
Post by: mozzy on March 22, 2009, 01:06:29 pm
It's supposed to be a triple combo move sort of thing.
Title: Re: Loli animation help
Post by: mozzy on March 22, 2009, 03:20:01 pm
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/owler.gif)
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/projectheader.png)
Only two now. But still crap!
Title: Re: Loli animation help
Post by: Twinspiration on March 22, 2009, 03:59:36 pm
Quote
Supposed to be a fast midair sword slashing animation.

I think the problem is that the sword appears to be attached to the guy's shoulder.

(http://i154.photobucket.com/albums/s268/mozzymuradyasin/owler.gif)
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/projectheader.png)
Only two now. But still crap!

It currently looks like the little guy's madly flailing his arm around (painfully!)

So I edited an actual sword into the frames.
(http://img14.imageshack.us/img14/2167/editmsz.gif)
(http://img410.imageshack.us/img410/6659/projectheader.png)

Apologies if I missed the entire point.
Love how cute the characters are though.
Title: Re: Loli animation help
Post by: mozzy on March 22, 2009, 05:47:51 pm
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/2akjk45.gif)
Getting better?
Title: Re: Loli animation help
Post by: EvilEye on March 22, 2009, 09:16:06 pm
It's good, but it looks like hes swinging a sickle ( sp? ) now.
Title: Re: Loli animation help
Post by: Atnas on March 23, 2009, 12:20:33 am
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/2akjk45.gif) > (http://www.lolipopsicle.com/linky/help/slishslash.gif)

Some various things... One of which is concerning the motion blur is that I added it to the two extremes, basically you had them one away from where I would have placed them. I also added some delay to the frames that had the blur so it was less confusing to the eyes. Some arm editing. Didn't touch the legs, though they jerk around and should be more stable.
Title: Re: Loli animation help
Post by: mozzy on March 24, 2009, 12:37:59 am
changed a few thing here and there.
(http://i154.photobucket.com/albums/s268/mozzymuradyasin/2akjk45-1.gif)
finished?
Title: Re: Loli animation help
Post by: Emtch on March 24, 2009, 07:25:58 pm
It still looks like she's doing the twist. Make the legs steadier.
Title: Re: Loli animation help
Post by: DJ gman on March 24, 2009, 08:01:07 pm
I think you might be looking for something closer to this.
(http://i18.photobucket.com/albums/b102/gmangames/2akjk45-1.gif)
Title: Re: Loli animation help
Post by: Jad on March 24, 2009, 10:28:45 pm
I'd reccomend you put the slash trail closer to where you want the blade to hit the enemy - that way it looks less like flailing and more like aimed hits. It's all psychological, really.
Title: Re: Loli animation help
Post by: mozzy on March 24, 2009, 10:47:00 pm
Thanks DJ, looks so much better now.

Jad, sorry I don't really get what you mean :<
Title: Re: Loli animation help
Post by: Ai on March 24, 2009, 11:06:31 pm
AFAICS, what jad means is: Imagine that the strike is hitting target.  the 'blur' needs to be drawn in a position and shape corresponding to that moment (ie. blur from 'a bit before hitting the enemy' to 'hitting the enemy'). It's an exaggeration technique that increases the sense of (choreography? Synchronicity?) and of course the sense of impact.
Title: Re: Loli animation help
Post by: Atnas on March 24, 2009, 11:14:43 pm
As far as I can see that was already tried by mozzy here (http://i154.photobucket.com/albums/s268/mozzymuradyasin/2akjk45.gif) and it doesn't exactly work. It makes less sense to me to put the blur in the middle of the motion and disrupt the fluidity of the path (in terms of comprehension). Though the above image does lend more towards accuracy, something is off. Maybe it's just the timing?
Title: Re: Loli animation help
Post by: DJ gman on March 25, 2009, 05:54:04 pm
Well you also got to think that this attack surely isn't a one button press attack., so the player will already get a sense of the different swings when hitting the enemy just from pressing the attack button twice.