AuthorTopic: Chasm: Character Animations  (Read 14392 times)

Offline Dr D

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Re: Chasm: Character Animations

Reply #50 on: January 08, 2013, 12:26:07 am
Wondering why he is so hunched over/half-squatting.

What are you trying to achieve with this idle animation?

Offline slym

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Re: Chasm: Character Animations

Reply #51 on: January 08, 2013, 02:07:37 am
I'm aiming for a attack-ready pose. Basically a pose that looks like he's engaged in his surroundings.

Offline tehwexxl0rz

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Re: Chasm: Character Animations

Reply #52 on: January 08, 2013, 04:50:51 am
The intent of the idle animaton is good, but you took it too far! It looks like he's squatting in preparation for a jump, not ready for combat. I think the difference in heights between idle and running sprites should only be a pixel or two; at first glance it looks like he shrank half a foot.

Offline slym

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Re: Chasm: Character Animations

Reply #53 on: January 08, 2013, 05:44:01 am
How about this?

Offline Siapran

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Re: Chasm: Character Animations

Reply #54 on: January 08, 2013, 07:02:36 pm
the right foot should be turned clockwise a bit and the leg should share a part in the animation. right now I really feel like the character has a bad cramp in his right leg ><
and the movement is still a bit exaggerated imo. you could get an something better by separating the movement of the head and the chest (so that the guy is actually breathing and not just practicing his flex  ;) )

Offline PixelPiledriver

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Re: Chasm: Character Animations

Reply #55 on: January 08, 2013, 11:39:17 pm
The new sword slice you have is much better.
I made these a few versions back but wanted to point out a couple things.

You can get more impact out of animation if you move fast actions past where they will stop and then bring them back.

For this it means pushing his body down before the static pose:




instead of slowing it in from above:




Comparison:
               
Move Past                  Slow In

The same idea can be applied all over animation from the bouncing ball, to a punching fist, or whatever.

While we wait for him to recover dissipating the energy with an effect could be nice.

There's tons of different ways to represent this and is good for splitting the same old sword swing into lots of different weapons.

The dev blog is cool.
 :y:
« Last Edit: January 08, 2013, 11:45:10 pm by PixelPiledriver »
And knowing that it is, we seek what it is... ~ Aristotle, Posterior Analytics, Chapter 1

Offline slym

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Re: Chasm: Character Animations

Reply #56 on: January 10, 2013, 05:52:34 am
Wow that's an incredible edit. Thanks for such great insight. I'm still working on the attack cycle, but the newest version can be found in this video:

http://www.youtube.com/watch?v=HYJjK3rhILA&hd=1

Offline PypeBros

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Re: Chasm: Character Animations

Reply #57 on: January 10, 2013, 01:38:38 pm
nice! I like to see that mine getting some pixels compared to the "pure technical" videos.
I hope you'll have a jump animation soon ^_^.

Offline JaViS

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Re: Chasm: Character Animations

Reply #58 on: January 10, 2013, 02:34:43 pm
Hi! great work!

The only feedback I can give you after watching your videos here and reddit, is that the arm on the background is too dark, and sometimes it looks like your character is running with one arm only.

Hope that helps!

Offline Ryumaru

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Re: Chasm: Character Animations

Reply #59 on: January 10, 2013, 07:09:41 pm
Hi! great work!

The only feedback I can give you after watching your videos here and reddit, is that the arm on the background is too dark, and sometimes it looks like your character is running with one arm only.

Hope that helps!

I very much agree with this, I think generally things are very well pixeled and I love how polished the latest video looks, but the separation between arms is too much. It's a bit better in the overworld where the outline is more visible, but still an issue.