AuthorTopic: pretagonist for a platformer  (Read 12265 times)

Offline toaster

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pretagonist for a platformer

on: October 26, 2010, 03:30:00 pm
Hi

This is for a platformer.
I'm working on the protagonist.

current:


I'm also trying to make a running animation:

Running animation WIP:


Edit:

I put in an extra frame


Edit:



Edit:



I started all over:



I updated this topic and I changed the name.
The name 'kind of cowboy' wasn't suitable anymore.
« Last Edit: December 17, 2010, 05:37:53 pm by toaster »

Offline Platypotter

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Re: kind of cowboy

Reply #1 on: October 26, 2010, 03:49:47 pm
Well what style are you going for?

Offline toaster

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Re: kind of cowboy

Reply #2 on: October 26, 2010, 05:52:02 pm
I'm trying to shade it but i'm notrealy an artist, :(
so it will stay a bit cartoony.

Offline Platypotter

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Re: kind of cowboy

Reply #3 on: October 26, 2010, 10:50:15 pm
it doesnt look bad, but it looks like it belongs in an old school gaming system. Is that what your trying for?

Offline toaster

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Re: kind of cowboy

Reply #4 on: October 27, 2010, 06:12:08 am
No, not realy. What do I have to chance.

Offline toaster

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Re: kind of cowboy

Reply #5 on: November 04, 2010, 04:48:18 pm
Hey

I'm still working on it.
It isn't a cowboy anymore.
What do you think?

Offline Platypotter

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Re: kind of cowboy

Reply #6 on: November 04, 2010, 07:42:11 pm
Hahaha i really like your style! Very simple looking... although there isnt any shading... do you plan on puttin' some in?

Offline toaster

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Re: kind of cowboy

Reply #7 on: November 04, 2010, 08:04:55 pm
Yes, I do.
There's already a little shading but I don't know how to continue.
I'm looking for references and i'm trying to figure this out by myself.
Maybe I also have to put in some more contrast.

Toaster

Offline Platypotter

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Re: kind of cowboy

Reply #8 on: November 04, 2010, 08:12:18 pm
I actually see no shading... at least none in his clothes.



« Last Edit: November 04, 2010, 08:19:33 pm by Platypotter »

Offline toaster

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Re: kind of cowboy

Reply #9 on: November 05, 2010, 02:05:19 pm

Offline toaster

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Re: kind of cowboy

Reply #10 on: November 06, 2010, 06:21:27 pm
I'm going to animate him.
I made this:

Any tips?
It's a bit bumpy, but I don't know why.

Edit:
I put in an extra frame
« Last Edit: November 07, 2010, 10:46:46 am by toaster »

Offline toaster

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Re: kind of cowboy

Reply #11 on: November 08, 2010, 04:11:41 pm
I made 5 frames.

Offline toaster

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Re: kind of cowboy

Reply #12 on: November 14, 2010, 12:01:05 pm
I made the last frames.



Any tips?

Offline Lazycow

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Re: kind of cowboy

Reply #13 on: November 14, 2010, 12:30:14 pm
some hints for the animation:
- don't turn his head while running, instead try to animate his hair (e.g. let his single curl at the back of his head bounce up and down)
- don't turn his shoulders, i think the shoulders will not move significantly while running
- what about using different colors for the back-leg and the back-arm?
- shoes are too dark, I can barely see them
- arms seem to strike out a bit too much
- leg movement seems to be nice, though. (maybe a little twitch when the leg is at the very left)
- I like that bag!!  ;D
A man touched down on the moon, a wall came down in Berlin, a world was connected by our own science and imagination. Yes we can!

Offline toaster

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Re: kind of cowboy

Reply #14 on: November 14, 2010, 01:17:39 pm
Thank you for your tips.
I'm sure I can use them.

Offline toaster

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Re: kind of cowboy

Reply #15 on: November 23, 2010, 07:58:39 pm
I decided to start all over with the running animation.
Lazycow said 'don't turn his head while running'. I think he was right but do you think there has to be no head movement at all or a little?
I searched on the forum and found some good running animations with and without head movement.

What do you think. Is all I have to do to animate his hair or does it also need some head movement?

Offline Fulbert

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Re: kind of cowboy

Reply #16 on: December 03, 2010, 04:40:09 am
Quote
I searched on the forum and found some good running animations with and without head movement.
[...][...]
Whoa, thanks!:-)

I kept my girl's head still because it gives an impression that she's actually looking the way she's running instead of shaking her head from side to side aimlessly. Gives her a more determined feel, I hope.

Offline toaster

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Re: kind of cowboy

Reply #17 on: December 04, 2010, 05:15:19 pm
I think you are right.
I will remove the head movement.

I made this:


I changed the arms.
Better than before?

Offline Fulbert

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Re: kind of cowboy

Reply #18 on: December 04, 2010, 06:55:02 pm
You might want to lean his body forward a little, that would give the animation some energy.
As for the arms, the latest version looks as if he is working out, like stretching his waist or something. This one - - isn't so bad, really. If you make him throw his arms forwards instead of upwards, that might look even better.

There's also a problem with legs. I tried to fix it for you. Not perfect, but I think you'll see what I mean.


Or you could keep things basically as they are. This animation looks comic, and if that's what you're going for it, then you've succeded:-)

P.S. Shading the farther leg would be a good idea, too, I guess.

Offline toaster

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Re: pretagonist for a platformer

Reply #19 on: December 17, 2010, 12:52:46 pm
I know, the animation is to slow. I will try to create a faster version, but for now:

It's still work in progress. Is this version better than the last?
()

P.S. How can I upload faster animations without losing the right colors?

Offline gliding

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Re: pretagonist for a platformer

Reply #20 on: December 17, 2010, 02:29:22 pm
I thought this project looked fun; however the protagonist seems a bit boring atm. I think it has more to do with the shading being a bit flat. I made an edit for you as a suggestion of a possible direction to take this.

Note, I added the black outline for a more "cartoon-ish" look. They can be removed without ruining the image, so don't worry about it if you dislike the outlines.



What I did involved increasing the contrast between colors and simplifying a lot of the shapes. Your coloring had a lot of colors that were a bit close together. This sort of shading leads to more 2-dimensional images. I also messed around with the palette a lot, and included the color choices for your convenience.

Offline toaster

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Re: pretagonist for a platformer

Reply #21 on: December 19, 2010, 10:44:31 am
I changed the arm movement:

Offline Gromit

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Re: pretagonist for a platformer

Reply #22 on: December 19, 2010, 01:23:06 pm
The new animation makes him look like he's thrusting his arms forward.

Offline toaster

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Re: pretagonist for a platformer

Reply #23 on: December 21, 2010, 02:17:50 pm
Try 4 :sigh::

Offline Chis

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Re: pretagonist for a platformer

Reply #24 on: December 21, 2010, 02:54:45 pm
The old arms were better; you just needed to deexaggerate them. Now he looks like he's punching the air.
If it helps, go outside and actually run a block yourself. Observe the way your arms move in relation to your legs. If you're casually jogging, your arms shouldn't rise above your head or even straighten the way your sprite is running, unless you're doing a gymnastics exercise  :o
Also, I liked that little swing his bag had in the original version, although it looks pretty lightweight so it could fly further out behind him as well.

Offline toaster

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Re: pretagonist for a platformer

Reply #25 on: December 21, 2010, 03:07:38 pm
Mmm. You're right, this one isn't great.
I replaced the old arms because I wanted to make it more like the guy in this game:
http://www.yoyogames.com/games/44391-assassin-blue
Why is it in that game a quick run, and does my version look like he's trying to punch the air?

Offline Gromit

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Re: pretagonist for a platformer

Reply #26 on: December 21, 2010, 04:40:23 pm
Personally I don't think this works because you've only over exaggerated the arms.