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Messages - robotacon
Pages: 1 [2] 3 4 ... 23

11
Pixel Art / Re: [nudity, WIP, spritework] Yarble yarble. Yarble?
« on: June 23, 2009, 10:22:04 am »
Perhaps this is a step in the right direction



I would also consider using different heights for the male and the female character.

Edit: ndchristie beat me to it

12
Archived Activities / Re: Hexquisite Corpse Collab - DONE!
« on: June 22, 2009, 11:19:43 am »
That's an acid trip if ever I saw one.

13
Pixel Art / Re: Professor walking
« on: June 13, 2009, 09:22:40 pm »
Gil:   : Me trying to address the arm and the head, new colors, reduced speed etc

14
Pixel Art / Re: Professor walking
« on: June 11, 2009, 09:35:13 pm »
Thanks Gil, it looks better. I'll move the legs back.

I'm looking now at all the characters in the game and they are not looking good at all.
It's pretty much the feed-back I've gotten from you guys in the past but I haven't really seen it until now.

The thing is I don't want to throw everything out and start again but I will go back to working with silhouettes to make things work.

15
Pixel Art / Re: Professor walking
« on: June 10, 2009, 09:05:59 am »
Having the Professor stand still while the cane advances might look great. I considered it but didn't think I had enough frames for it but I'm going to try it with extra frames.

I think we're generally pretty much on the same page when it comes to theory of physics and dynamics. If you move this there's a reverse movement to that and so on. I don't agree that everything has to move. I think the opposite, that a lot of the time something looks better if it doesn't move especially in sprite animation of the size I'm working with. I think you can hide a lot of things in the animation by simply making sure everything moves and you get a very dynamic animation but the really hard thing is to have something move slowly.

I think you both have valid points of how to make the movement more dynamic. I like Ben2theEdge's version of the old man a lot but I think he has a quality to him that is too brusque personality-wise. He has a kind of Scrooge Mc Duck thing going on when I had a vision of someone like Professor Calculus. That may all be due to retroactive continuity, me thinking I thought that because it came out the way it did, but what the heck?

I'm going to go back and look at all the characters I have and see if I need to rework the dynamics of their movement. The last time I did that I thought I had a good blend of different dynamics.

Thanx for all the feedback, the edits and the "heated discussion".

16
2D & 3D / Re: Official Anatomy Thread
« on: June 09, 2009, 11:09:25 am »
I've got those DVDs and they are pretty amazing and almost too much to comprehend!
I think the guy is actually distributing them himself because the packaging and the labels were very DIY.
It felt good paying for them too because I felt like I was paying directly to Riven.


17
Pixel Art / Re: Professor walking
« on: June 09, 2009, 09:08:36 am »
I added some twisting motion to the lab coat, like Ben2theEdge did, and tried to even out things that were too snappy and ease into the step and not lift the shoes as high as before. In my edit of Ben2theEdge's version I picked up the foot way too high.

=>

I tried to do what you suggested ptoing but I couldn't figure out how to do it.

A side note about running with one immobile arm and how the torso move and all that:

Check out around 7:40 of this clip. You'll see a side view back lit stiletto running with a guy talking in a cellphone I think.
http://www.youtube.com/watch?v=-J8UtZR6Z4E
All I can say is that he's waving like crazy and his torso is not moving much at all.

This clip is golden for all kinds of moves, I'm happy I found it today.

18
Pixel Art / Re: Professor walking
« on: June 09, 2009, 08:10:10 am »
Great job Ben2theEdge, you have such an eye for volume. At this point I haven't made up my mind on whether he needs the cane or if it's for show like lollige say so any way you use it is OK. Normally when you walk with a bad leg you hold the cane with the opposite hand, it's a bit counterintuitive but I learned that from my mother who was a nurse and I double checked that so is the case. I don't know what it's called but the "pass-walking" moving both arm and leg on the same side at the same time is a result of this as well but at the same time I kind of like it. It definitely gives character to the walk and the animation as a whole is very convincing.

Now, the movement of the legs. By now you might know that I'm pretty strict with the speed. Like you say he's moving almost twice as fast as I wanted.  I think you work similar to how ndchristie wants me to work, looking at the entire shape and building from there but I'm going to suggest that you have to map out the path on the ground first and then you can do the silloetto. If you look at the cane it's moving way too fast. It's put in the ground ahead of the foot and then it's  sliding past the foot before it's picked off the ground like he is cross country skiing.

I made an edit of your version where the feet move at 1px per frame and the cane moves at the same speed.

Yours: <= Edit for speed

19
Pixel Art / Re: Professor walking
« on: June 08, 2009, 09:08:29 pm »
Yours: followed by mine which is ridiculously similar.

EDIT: I added two pixels of neck and shoulder movement after Jads comment addressing his points. Now it doesn't look like his neck grows as much.

20
Pixel Art / Re: Professor walking
« on: June 08, 2009, 08:25:05 pm »
Running is not a pendulum movement. The arms can and often move like a pendulum but the feet don't.
I don't like your idea of easing in and out off your key frames and I don't agree with the logic you give for it.

The logic that the viewer needs to be able to easily follow the animation and how you convince the viewer with anticipation I agree on but we have very different views on how this is archived.
I don't think I do "even" or "linear" animations. The Professor has linear foot movement because I can't pick his foot up any higher but the running woman (tom boy) picks up her foot slowly and lands it quickly.

I know what anticipation is in animation and I could add extra anticipation to the step of the run but I see no need for it because there is no need to convince the viewer that the the runner will take another set of steps forward every cycle.

With your animation style I am wondering if there's even GRAVITY in effect in your gameworld... isn't this a bigger gameplay problem than a few pixels worth of glide? Have you checked to see if the glide is even visible in fast movement?

Yes I have and it's highly noticeable and increasingly annoying the slower the character moves. I also run the game at twice the size it's shown here which makes it even more visible.

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