AuthorTopic: Cyborg guy suggestions  (Read 5002 times)

Offline imonk

  • 0001
  • *
  • Posts: 61
  • Karma: +0/-0
    • http://pixeljoint.com/p/143294.htm
    • View Profile

Cyborg guy suggestions

on: June 28, 2018, 04:35:33 am
Okay so I was always really inspired by classic fighting games so I drew this guy.
Originally I just wanted to see if I can draw a fighting game styled character and I always liked heavy weaponry so I drew this cyborg guy. I was pretty satisfied with his shooting and fireball toss animations so I decided that add a giant fire hammer attack to add some more variety to his moves. Eventually I realized there is no way I am going to make a fighting game with a bunch of different characters by myself, so the game idea changed to a metroidvania. Anyway I always liked hack & slash games so I wanted to somehow give him a chainsaw but have him still be able to have a hand for opening doors, chests, whatnot. The result is somewhat strange how the gun just shrinks into his arm stub,

but it works gameplay-wise in Unity. Any suggestions on how the character can have both a minigun and a chainsaw implemented for his left arm? Or how to improve the current concept? It would be great to have both weapons but I might have to scrap one.

Offline MysteryMeat

  • 0100
  • ***
  • Posts: 1997
  • Karma: +1/-0
  • "The new alternative to q-tipping your cat!"
    • mysterymeat
    • spoiledmysterymeat
    • View Profile
    • My rad art blog!

Re: Cyborg guy suggestions

Reply #1 on: June 28, 2018, 05:05:05 am
I wouldn't stress too much over it, it looks fine in motion and people will gloss over things like that usually. Anything more realistic (like having it fold over his bicep, for example) would add a lot of struggles to the animation process.

feedback though, the hammer is kinda floaty. Give it more of a SLAM to it by reducing the framecount a bit. If you want a good hefty-weaponsmash animation to study, here's a few good axe attack animations from fire emblem:




Fire emblem is a fantastic series to study for stylin' attack animations, they're not ALWAYS ideal but they always have enough to 'em to sell the feelings of their various attacks. For a hammer that size, you want it to feel a bit unweildly and weighty. They accomplish that here by having the weight of the axe offset the animations a bit, like you see a bit of hangtime on blue guy there because the weight of the axe has so much momentum. and the other attack is basically him popping it off his shoulder and adding a bit of power to an already-hefty weight advantage.

Good luck!
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
MAJOR BORK TALLY: |

Offline imonk

  • 0001
  • *
  • Posts: 61
  • Karma: +0/-0
    • http://pixeljoint.com/p/143294.htm
    • View Profile

Re: Cyborg guy suggestions

Reply #2 on: June 28, 2018, 05:19:03 am
Oh yeah, you're right. It looks like that axe just can't wait to slam as it's in mid-air lol. Thanks for the detailed feedback, man Fire Emblem looks great at such a small pixel resolution.

Offline imonk

  • 0001
  • *
  • Posts: 61
  • Karma: +0/-0
    • http://pixeljoint.com/p/143294.htm
    • View Profile

Re: Cyborg guy suggestions

Reply #3 on: July 08, 2018, 02:36:17 pm
I completely redesigned the guy. He's not even a cyborg anymore lol, it seemed like an interesting idea at startup, but as I kept imagining what the game would soon become, my brain just kept telling me he wouldn't work gameplay-wise only having one functional hand. He seemed too limited. After the change, I could kinda see that the character is less limited. I also gave him the - oh god no - the "blackhole" inventory back pack that he uses to switch out his weapons! Yep, you better believe it, that's where all the oversized inventory goes lol. But it's better than that useless cape he was always wearing. Here are some sketches of the redesign. I also sketched out some prototype enemies and some of the setting I had in mind for a while.
I have been doing a lot of back and forth brainstorming whether this would be a metroidvania game or a beat em up game. Depending on which, I might have to angle all my assets about 30 degrees.
« Last Edit: July 08, 2018, 02:40:33 pm by imonk »

Offline imonk

  • 0001
  • *
  • Posts: 61
  • Karma: +0/-0
    • http://pixeljoint.com/p/143294.htm
    • View Profile

Re: Cyborg guy suggestions

Reply #4 on: July 09, 2018, 01:51:05 am

I thought this animation was going nowhere but it turned out better than I expected!
« Last Edit: July 09, 2018, 03:46:58 am by imonk »

Offline pistachio

  • 0011
  • **
  • Posts: 639
  • Karma: +4/-0
  • Mostly lurking
    • http://pixeljoint.com/p/125138.htm
    • View Profile

Re: Cyborg guy suggestions

Reply #5 on: July 10, 2018, 09:35:54 am
Just two cents here, the animation timing beats the hell out of the drawing actually, it's pretty slick. And to a lesser extent, the shading, biggest problem here.
More contrast on the skin tone and redoing the brightest level of shading on the pants (to reflect shadows, planes dtc., look at some beat-em-up sprites) seems like a good quick fix. Stil early on so cost < benefit IMO.

...

He's not even a cyborg anymore lol
:(

Offline imonk

  • 0001
  • *
  • Posts: 61
  • Karma: +0/-0
    • http://pixeljoint.com/p/143294.htm
    • View Profile

Re: Cyborg guy suggestions

Reply #6 on: July 12, 2018, 02:04:03 pm
Oh yeah, so I gave him a running anim with the chainsaw. Something about it seems a little sloppy, probably proportion isn't matching his original drawing, but I tried to adjust the tones a little.

Offline NAPREDATOR

  • 0001
  • *
  • Posts: 10
  • Karma: +0/-0
    • View Profile

Re: Cyborg guy suggestions

Reply #7 on: July 12, 2018, 09:08:10 pm
i think the arms could look better, if you want some good references take a look at axel and shiva sprite sheets from streets of rage 3

Offline imonk

  • 0001
  • *
  • Posts: 61
  • Karma: +0/-0
    • http://pixeljoint.com/p/143294.htm
    • View Profile

Re: Cyborg guy suggestions

Reply #8 on: July 13, 2018, 02:30:53 pm
I agree. Axel's style arms are what I was originally aiming for. Right now my characters arms look kinda fat, like my arms in real life lol... subconscious mistake, I'll get that fixed. :y:

Offline MysteryMeat

  • 0100
  • ***
  • Posts: 1997
  • Karma: +1/-0
  • "The new alternative to q-tipping your cat!"
    • mysterymeat
    • spoiledmysterymeat
    • View Profile
    • My rad art blog!

Re: Cyborg guy suggestions

Reply #9 on: July 15, 2018, 11:12:48 am
If you want my tip, you need to do some bone and muscle studies asap before you continue this.

It really does help a lot to understand the underlying structures of the things you draw!

Pick up some google results for real-ass arm skelebones and draw those as 1:1 as you can, then look up some muscle group references to work on next.

Immediate improvement for a day or two's work, my promise.
PSA: use imgur
http://pixelation.org/index.php?topic=19838.0 also go suggest on my quest, cmon
MAJOR BORK TALLY: |