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Messages - Gromit
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Pixel Art / Re: [WIP] Walking Animation Help
« on: January 04, 2011, 12:16:24 am »

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Thanks for the comments, I appreciate it. When I finish my term I can really devote the time back into this and implement these suggestions so don't think I won't!

@ ErekT, Thanks. I totally agree with you on jump animations it seems to be common complaint that there needs to be more frames in those. The reason it's like that is 1, I thought I could wing it with just one frame and 2, I just got to the point where I wanted the sprites done so I could work on the other classwork.

@Noiprox Thanks, I will come up with some new pose ideas that are more functional and post them here.

@Dmartian Thanks, I'm fairly new to animation and so it's quite a weak area for me. It's an area I want to get a lot better at though. I've noticed prime number animations a lot in the book The Animators Survival kit but I haven't devoted enough time to really reading it properly I don't think.  I'll take a more detailed look at all of the examples and make a new run animation from that.

It's looking like most of the animations will need redoing from all the feedback I've got up to now, none of which isn't a bad thing as I think I can do a much better job this time in probably half the time. I'll post up the roughs for these first however and work on getting the motion down before getting down to the actual sprites.

Again thanks for all the comments.

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Well as promised here's an early tech demo of the game. There's still lots of work to do be done on this. The new Demon's Crest inspired terrain is in and the character has changed colour so he isn't lost in the backrground anymore.

http://data.stormweavers.com/download/blight.exe

The physics are still in the beta stages so they'll be a little off in some areas.

The controls are the arrow keys for movement. A is attack D shows the collision. Potions are there for decoration at the minute and can't be picked up.

Thanks.

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Pixel Art / Re: Junkboy style mockup
« on: December 30, 2010, 04:02:34 pm »
Looking good so far. The only problem with the HUD is it's hard to see. You could try outlining that and see if it makes any difference.

The sprites are good but the problem you've got is there is no interaction with them and it looks very disjointed. The main character is just standing there watching a barrel of fire and a supermutant's head just exploded for some reason. If you linked these all up it would really look good. I'd add more supermutants to this and give all the characters weapons too so it all fits together.

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I do have a longsword but I can't really swing that around. I did have a claymore and that's the reason I won't swing the longsword around.

I actually went with that pose because most people who saw it actually liked it. The other pose was more realistic but was more the generic barbarian pose. I agree it's a ridiculous pose he has right now and I'll likely change it in the near future. I'll probably do a few drawn out concepts first and see what the verdict is on those. For now though I doubt I'll have the time to change all this.

The way he holds the sword in the run isn't something I'm a fan of either. I'll be changing that so he holds it more steady. It did look a bit stiff last time I tried but I'll give it another shot.

I also never liked the idea of having a pose that featured no weapon like the castlevania series. I suppose it might be the best way of doing it though.  Still I suppose I could use the 350 pound werewolf copout, although I should really fix the look that he's been chewing on streroids a little too much :y:

Technical demowise, that should be up in the new year. There won't be much to do other than walk around at the moment so it won't be exactly interesting.

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General Discussion / Re: Animation Tips and Tricks?
« on: December 25, 2010, 12:32:47 am »
You're not alone, I have trouble in that area as well.

From testing a few methods for characters I now start with stick figures until I get the motion I want down. After that I work on getting the proportions and block it all in to create a colourcoded silhouette. Sometimes I'll just create the silhouette first.

The mistake I tended to make at the beginning was trying to be lazy and recycle body parts of another animation too much. It can save time but sometimes it doesn't because you may need to spend time trying to make it work and not look too stiff. if the recycled part is a close fit see if it works. My advice really is to spend the time getting the motion down first. Youtube can be useful too. For instance there's long plays of old games that you can use as a reference, or even some sample animation work you could use for inspiration. 

The animator's survival kit is a pretty good book and worth having around too. Doesn't tend to be too expensive either.

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Pixel Art / Re: pretagonist for a platformer
« on: December 21, 2010, 04:40:23 pm »
Personally I don't think this works because you've only over exaggerated the arms.

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Pixel Art / Re: [WIP] 2fort
« on: December 19, 2010, 02:00:43 pm »
I'm really liking this and I hope you add the characters in there too when you're done too.

I'm really not a fan of the dithering. You might be better just using solid colours to use for your shading as opposed to dithering. I'd look at other iso art and see how certain shapes and highlights are commonly approached.

I did notice a 4 pixel line on the roof of the bridge and another one just above the second bridge support (red side) were these intentional?

I don't think you'll obscure too much though, you can always take an artistic license and just make the bridge longer if it doesn't. Infact from looking at screenshots your bridge probably is a bit short. There's 4 support posts in yours and 5 in the actual one so there you go, problem solved.

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Pixel Art / Re: pretagonist for a platformer
« on: December 19, 2010, 01:23:06 pm »
The new animation makes him look like he's thrusting his arms forward.

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I've updated his run. It's slower and he now leans forward more. I bulked him up also to match the other animations as he was a lot thinner on the older run. The anatomy is off in the back I think, I really struggle with that area and the deltoids need fixing in some frames and the sword needs fixing too. Any tips for those would be greatly appreciated.


Also added the still frames to photobucket.

http://i1199.photobucket.com/albums/aa474/Turrican2/dogface1.png
http://i1199.photobucket.com/albums/aa474/Turrican2/dogface2.png



There should be tech demo of this coming fairly soon also.

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