AuthorTopic: player character for platforming game  (Read 4502 times)

Offline mtpassd

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player character for platforming game

on: August 11, 2017, 03:16:49 am
Hello, I am working on an action-platformer with a classic gameboy aesthetic. I am having trouble deciding on whether or not to animate the idle for the player character. I could spend more time fine tuning the animated idle, but at this point I almost like him still more. The sprite is 32x32px and is four colors. Any thoughts on which seems more effective would be much appreciated.
« Last Edit: August 11, 2017, 03:23:46 am by mtpassd »

Offline mtpassd

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Re: player character for platforming game

Reply #1 on: August 11, 2017, 03:17:39 am
« Last Edit: August 11, 2017, 12:19:51 pm by mtpassd »

Offline MysteryMeat

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Re: player character for platforming game

Reply #2 on: August 11, 2017, 04:39:51 am
PSA: don't use photobucket.
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
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Offline Kairos

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Re: player character for platforming game

Reply #3 on: August 11, 2017, 09:44:30 am
I like the animated version a lot more because it makes him feel more alive. Great work on the rocks too!

Offline eklips23

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Re: player character for platforming game

Reply #4 on: August 11, 2017, 12:09:03 pm


The image doesnt show for me. I had to quote your original comment to get the link.
But yeah, I like the animated version more. Good job!
« Last Edit: August 11, 2017, 12:10:46 pm by eklips23 »

Offline Teriyaki

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Re: player character for platforming game

Reply #5 on: August 11, 2017, 12:46:01 pm
Animated characters is always better!  :)

Good job!  :y:

Offline eishiya

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Re: player character for platforming game

Reply #6 on: August 11, 2017, 01:41:24 pm
I prefer the still version, but mainly because the animated version feels like the entire character's getting pulled up simultaneously, rather than just bits of him moving as a result of breathing. There's probably no reason for the gun and crotch to move like that. However, if you do want move movement, then I think it could use some motions that lag behind or precede the breathing, instead of being perfectly synced to he breathing. For example, consider having the head turn slightly, but perhaps between breaths, or maybe every other breath.

Offline mtpassd

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Re: player character for platforming game

Reply #7 on: August 11, 2017, 03:06:40 pm
Thanks for the replies, it seems the consensus is on the animated idle. Though I agree with the critique. He seems to pull upward, more than expand outward is if breathing. I am going to work on a new draft of the idle animation and repost for opinions. Thanks again for the valuable feedback, fresh eyes make all the difference.

Offline mtpassd

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Re: player character for platforming game

Reply #8 on: August 12, 2017, 06:18:17 am
Here is a much more effective breathing animation. Any thoughts on improvements for increased polish.

Offline Quady14

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Re: player character for platforming game

Reply #9 on: August 12, 2017, 07:38:05 am
Very minor, but on the gun arm when he inhales the outline raising looks strange, like his forearm is growing to meet his shoulder pad. I'd maybe leave the subtle animation on the right arm and remove the outline on the left, or maybe let the arm move outward just one sprite to reveal more of the upper arm, as long as it doesn't look too pronounced or unnatural.
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