Critique > Pixel Art

Attack Animations

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Rosier:


Wooooo it's been a minute. 

Been obsessed with the idea of flicking a marble with a thumb and ended up here.  Some marbles are called, "cat's eyes," due to the shape inside the sphere, so I decided to make it part of the flash effect.  It didn't quite turn out how I thought it did, but gotta go for style.

As for why there's two, the extra arm movement really isn't necessary, but why not add a bit more motion to it?

daramon:
I really like the way you've handled cloth and hair movement. There's a great feeling of life and fluidity to it. It looks like a lot of love and skill went into that.

I prefer the one with the extra arm movement, but I can't help but feel that if I were playing this character in a game I'd get annoyed at waiting around for it to complete every time. I wonder if the first part of the animation (arm raise so forearm is vertical) could be made more fluid, so the impact only occurs on the flick?

Rosier:

--- Quote from: daramon on July 31, 2019, 09:30:29 am ---I really like the way you've handled cloth and hair movement. There's a great feeling of life and fluidity to it. It looks like a lot of love and skill went into that.

I prefer the one with the extra arm movement, but I can't help but feel that if I were playing this character in a game I'd get annoyed at waiting around for it to complete every time. I wonder if the first part of the animation (arm raise so forearm is vertical) could be made more fluid, so the impact only occurs on the flick?

--- End quote ---



A quick few frames to smooth it out a bit.

I think of these as standalone animations for something like an RPG, so the lead up and superfluous motion is all just for the sake of animation.  TBH, if this was in an action game or something, it'd be a pretty quick flick; the pose is totally unnecessary, but more dramatic.

daramon:
I definitely get a more RPG vibe from this, yeah. I'm just an impatient action junkie.

The new one seems slower, which probably works if you're going for that drama. The sequence is itching my brain a little, though. Both the actions of "raising the arm to horizontal" and "Flicking the magic projectile" seem to cause a reasonably similar amount of displacement of clothing. While dramatic, I can't help but think that the first one takes away from the impact of the actual flick.

I'd be tempted to either remove the first "impact" from the animation and use a fluid motion all the way up until the flick, or add some particle or air displacement effects to the actual flick to give it more impact.

But... Well, see previous comment re: action junkie. I don't play games with turn-based fight sequences, mainly because they bore me to tears.

MysteryMeat:
Would like to suggest an alternate flow for this:

rather than hold his arm bent, instead he first holds the marble out between two fingers then quickly rotates his hand for the marble flick

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