Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Rosier
Pages: 1 2 [3] 4 5 ... 48

21
Pixel Art / Re: Flourish Animation
« on: September 24, 2018, 11:46:19 pm »


You typically don't retain the same silhouette when becoming (what is generally seen as) more muscular. Broader shoulders > Wider chest > More visible lats etc.

Was heading that direction and was about to post right a new version before I saw this.  Thanks, DesignDoll.  :p



Beefed up, but lowered the exaggeration a bit.  Chest is broader, harshened the shading, and beefed up the legs. 
I can help but feel the wrist area looks too small compared to the rest of the arm...  I tried a few things, but it didn't do anywhere.

22
Pixel Art / Re: Flourish Animation
« on: September 24, 2018, 06:01:40 am »


Touched up the first two and added a new one.  Not sure on the shirt/body type.  He's supposed to be a bit more muscular, but I'm not sure how much of that would be visible through the shirt.

23
Pixel Art / Re: Flourish Animation
« on: September 05, 2018, 07:39:17 pm »
they don't read very well as talk Sprites, those tend to have a lot more emphasis on both pose and mouth movements. they're usually done from the torso up like in Phoenix right for that reason


You know, it never occurred to me that talk sprites should probably have mouths... 
Eh, I still wanted to make bigger sprites as practice.  I got the idea because I made blue guy's shrug animation and didn't feel it was worth posting by itself because it was so simple.

24
Pixel Art / Re: Flourish Animation
« on: September 05, 2018, 06:32:31 am »


Thought I'd try making a mockup of a conversation.  It's kinda based on the later Fire Emblems, where the large portrait slides in and then they start talking.  Also gave me an opportunity to make larger, "Talk," sprites.  I'm more happy with blondie than with blue; it's mostly the head area on both of them.

25
Pixel Art / Re: Flourish Animation
« on: August 31, 2018, 08:11:41 pm »


I also added some more frames to the arm movement, as I felt it was kinda jerky. 


As for the arm thing, that was supposed to act as a pile bunker.  So, the golem positions its arm, "loads a shot," and punches, with the bar acting as a piston to (supposedly) give the punch more impact.  In retrospect, I could have vastly dramatized the burst of it firing off, but really, I'm not happy with the animation as a whole.  It's serviceable, but it's pretty much a trace job, and it seems I failed at the only thing that made it original.  I'm much happier with the new one, as it's not traced, and has a bit more thought going on in how a thing made of clay moves.

26
Pixel Art / Re: Flourish Animation
« on: August 30, 2018, 04:57:44 am »



Went ahead and rethought the whole thing out.  I went back and grabbed a really old sprite I did of a fat monster character (It's actually recycled from the metallic shading topic in the banner!) and worked it into this.  In addition to being actually original, I did a lot more of what I wanted to illustrate; it actually looks and moves like something made of clay as opposed to just a stubby human, and utilizes the rubbery look I want it too.  The idea is that it hits the ground, sucks up some rocks, and then tosses them ahead of it, which is a lot better than recycling stuff from a game.

27
Pixel Art / Re: Flourish Animation
« on: August 25, 2018, 06:58:06 am »
I'm noticing you draw people with the same proportions a lot. You should try some of these with more out-there designs, like beefy folks or big fat ones. Try to train yourself out of always drawing lanky anime people!

but i like muh animesss



Yeah, it has been a while since I animated something other than a regular normal-sized human.  Going to this reminded me that I'm out of practice for sure; for one, the design is lifted heavily from the golems from Indivisible, and the animation is just a punched up version of the attack's concept art from the game.  I've been wanting to make a golem animation for a while, but nothing was clicking, so I ended up copying a lot. http://indivisible.wikia.com/wiki/Golem


28
Pixel Art / Re: Flourish Animation
« on: August 21, 2018, 08:04:17 am »


Rainbow Lady:
Added more of an object to her hand before she throws.  It's supposed to just be magic, so it's just an orb.  I also played with the trail so it has more of a path, and made the wavelengthy bars more like a sound wave, as it's supposed to be music themed.

Arm Lady:
Messed with the right arm's position, so hopefully it looks a bit more like she's turning.

29
Pixel Art / Re: Flourish Animation
« on: June 13, 2018, 08:15:09 am »


I also decided to swap the throw arm, as it occurred to me that she might as well use the momentum of the swing.  It involved removing a frame of lead up, as well.

Doing this on my phone, but there needs to be some kind of anticipation before the throw. It starts too high, and even with the momentum of the spin in the air, the angle of the throw doesn't follow any visible arc to carry the momentum forward into the throw angle.

I'm really glad to see you still doing these. :D It's always really fun to see how crazy one can get with physics and still be somewhat convincing. :)

Thanks!

  I toyed with the arm a bit and made the throw arc/roll rather than just a straight line. 


  I also managed to whip this up in a few hours.  Not nearly as much going on, but I did what I wanted to do with it.

30
Pixel Art / Re: Flourish Animation
« on: May 29, 2018, 01:03:13 am »


Wow, this turned out really close to what I had in mind.  The long arms are very intentional, but the whole thing was supposed to be very snappy and loose. 

Pages: 1 2 [3] 4 5 ... 48