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Messages - zez
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81
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 30, 2010, 08:10:16 pm »
There's 1. Tuns of backwards motion, and 2.A tiny bit of forward motion between frames 6&1, and 3&4. Look at the skip in the thing mad hatter posted, thats probably the closest to the motion that is up here (Sorry for not going for generic, I know its confusing 1up.)

82
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 29, 2010, 08:49:37 pm »
I thought I did ??? What exactly are you taking issue with?
Uhh, here.... with handy dandy added lines

83
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 29, 2010, 08:45:37 am »
Bumb. Alright, I fixed it up a little bit, I think Im happy with the legs now, so Ill start fixing up the torso and arm(s?) next. You guys where super helpful, I dont think it would have come out half as good without the critiquing, so thanks. (Id post the current one, but I uploaded it with the same filename, so you can actually just look at my previous post.)

84
Pixel Art / Re: [WIP] Noob Sprite Sheet
« on: March 29, 2010, 08:26:13 am »
Kinda. That would work, but you could honestly just lean him slightly forward, right now hes leaning back.

85
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 29, 2010, 01:59:29 am »
Heh, interestingly, I think I just did something pretty similar to that...


It does read better, but I think I over did it on the forward extension of the knee, and it kinda lost the feeling it had. Ill maybe try to find a middle ground between the two...

86
Pixel Art / Re: [WIP] Noob Sprite Sheet
« on: March 29, 2010, 01:52:45 am »
Its better, but move the spine forwards instead of backwards, now it looks like hes about to fall over, and thats kind of a feat when hes that low to the ground.

87
Pixel Art / Re: [WIP] Noob Sprite Sheet
« on: March 29, 2010, 12:46:54 am »
In general, make the arms less static. You also may want to reconsider the position of them altogether if he isnt carrying something across them.
In the crouch, I think it would do wonders if you arched his back a bit more, and in the walk cycle, you should consider bending at the knees a bit more.

88
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 29, 2010, 12:28:49 am »
What you mean you dont splay your arms out directly behind you like a retard when you run? ???
Why not?
Yeah, pretty much nothing from the waist up is done, Im not to concerned with that part, pendulum motions are pretty east to animate and dont need to convey the same momentum effect as the legs, Ill probably just have the front arm face forwards as the leg goes back and back as it goes forward. Might try and make it kinda floaty, to enhance the ridiculousness of the form itself a bit more, but Im pretty sure that bit will be easy as pie (Also, Im probably going to have to have a version where the arm pendulums back and fourth, another where its holding a weapon, and reflects the increased weight, or possibly just stays behind it a bit more so the blade can be dragged on the ground, and another where its actually swinging)

Oh, and btw, although your point does kind of stand, as alot of this game is going to be running around, its not a platformer, its from that wonkey semi top down view most rpg's use, and its somewhere between a rougelike and the legend of zelda...

*EDIT* I should probably clarify something, she's actually two 32 x 32 sprites ingame, as apposed to the 1 32 x 64 she appears as, and that's contributing to how dismissive I am about the preposterous arm movements. *EDIT*

89
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 28, 2010, 11:53:05 pm »
Word, that helped immensely Gil.


A huge part of the problem Im having animating this, is that I wasnt responsible for the original piece (my girlfriend made the line work) and as of such am having a hell of a time guessing at where the joints on it should go. I actually started out with a stick figure, and then attempted to make the original image conform to its motion as much as possible, but that didnt really work so well, as I quickly realized my proportions weren't the same, then tried to go back and fudge them by tweaking the lines, and umm... yeah, that was probably the wrong idea. The first frame is still bugging me, but Im not 100% on what to do about it.

Im trying for some sort of middle ground between the run and skip in that pic, approximately. Im totally saving that for future reference. (Also, totally dreading doing the forward and backward facing run animation... Walk's are pretty easy, but this is going to be interesting.)

90
Pixel Art / Re: WIP runcycle for RPG/social game
« on: March 28, 2010, 09:55:49 pm »
I actually did use that guide for reference, but found the tweening to be a bit excessive (If you look at a runcycle from a capcom fighter, you notice that something at about twice that size gets away with half the frames, and ends up with more energy for it,) and my stick figure actually follows a fairly similar movement path, the key difference being that in the case of both of my extremes, the feet are back further, this was intended to give off the impression she was pushing forward more from the ground, but its possible I lost the effect. I could try to move the knee forward slightly in frames 2 and 5 to make more of a 4 shape I suppose, but I felt like frames 1 and 3 covered that motion fairly well, and I really dont want to overextend the front (her front, not ours) foot to much, as I feel like that will weaken the backwards push...

*EDIT* this is pretty close to the motion I was going for with the legs, if that helps *EDIT*

*EDIT2* Do you think I should extend her spine forwards farther? Im worried it will get rid of the frolicy skipping feel, and Id have to tweak my code to support wider sprite sheets, but it would probably better convey the momentum *EDIT2*

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