AuthorTopic: [WIP] mobster walk  (Read 8304 times)

Offline bboybeatle

  • 0001
  • *
  • Posts: 7
  • Karma: +0/-0
    • View Profile

[WIP] mobster walk

on: December 04, 2007, 01:41:55 am
right, basically this is my character for a game im making at uni for a mobile device (gameboy or phone  etc..) so its gota be low pixels

heres my basic walk sequence, im thinking about adding some bobbing  and iv got to think  about firing etc.

let me know what you think



cheers

Offline heyy13

  • 0010
  • *
  • Posts: 151
  • Karma: +0/-0
    • View Profile

Re: [WIP] mobster walk

Reply #1 on: December 04, 2007, 04:02:55 am
Eh, the bobbing at this size may or may not work depending on how you do it. But the coat hem should be moving; it's dragging on the floor, and some movement in the arms, either the real ones or the coat sleaves wouldn't go amiss.

As it is it's verry static and it took me abit to notice that any of it moved at all.

Offline bengo

  • 0011
  • **
  • Posts: 599
  • Karma: +0/-0
    • https://pixeljoint.com/p/5787.htm
    • View Profile

Re: [WIP] mobster walk

Reply #2 on: December 04, 2007, 04:04:36 am

Edit on sprite rather than animation, since I'm not good with animating. Though one thing on the animation:
Not enough stuff is moving(when a leg goes up, the rest should too and when it goes down the body does aswell, for one), I couldn't even see he was walking at first.

Offline bboybeatle

  • 0001
  • *
  • Posts: 7
  • Karma: +0/-0
    • View Profile

Re: [WIP] mobster walk

Reply #3 on: December 04, 2007, 04:42:57 pm
thanks for the feedback, yeh i had considered moving the coattail and the arms etc. but im trying to programme it with Processing (please let me know if any of you have used this) so wanted to just make a simple one first.

As for bengoshia, Woah! i have a lot to learn. in my defence i was tryin to make it a bit cartoony.. but that still beats the spit outta mine.

Currently im trying to learn how to get all this in my game but when i have ill add some updates. ill show u my backgrounds etc too.

CHEERS

Offline bboybeatle

  • 0001
  • *
  • Posts: 7
  • Karma: +0/-0
    • View Profile

Re: [WIP] mobster walk

Reply #4 on: December 06, 2007, 02:58:03 am
Iv been working on a second character. I have used the pallete that bengoshia used and tried to shade in a similar style,

I was goin for a lankier kinda henchman guy with a gaunt face and big brow. I guess it knid of worked, looks a bit like a cowboy tho.

havent finished the gun but im jus postin up what iv done before i go to bed



cheers

Offline bengo

  • 0011
  • **
  • Posts: 599
  • Karma: +0/-0
    • https://pixeljoint.com/p/5787.htm
    • View Profile

Re: [WIP] mobster walk

Reply #5 on: December 06, 2007, 04:54:27 am
Please don't take my edit and palette, this won't help you learn anything by you just copying me.

Offline Jad

  • 0100
  • ***
  • Posts: 1048
  • Karma: +0/-0
    • View Profile

Re: [WIP] mobster walk

Reply #6 on: December 06, 2007, 05:47:31 pm
Actually, since the new guy is differently colored from the first, it's good to see that you can work under a pallette that you haven't made yourself. Working under restrictions is good.

But yeah, you really should make your own pallette. Try to improve upon what bengoshia gave you, and you'll grow.

Also, bengo, I don't think he's using your edit, he's just basing the new guy on him.

It's not 100% good in every aspect, but hey, some chameleon:ing never hurt anybody, it's a skill in itself. Maybe he's using blue magic and now have learned the skills you attacked him with?

Well, anyhow, bboybeatle, it's looking good!

I'd suggest you play with pallette to see if it's improvable. Shading on hat is weird. What shapes are you trying to convey? Face on new guy is great.

Then go over the old guy as well, we want to see what you can do with it, now that you've showed what you really can do, with the new guy O:
' _ '

Offline bboybeatle

  • 0001
  • *
  • Posts: 7
  • Karma: +0/-0
    • View Profile

Re: [WIP] mobster walk

Reply #7 on: December 06, 2007, 09:46:15 pm
thanks for the crit jad, and yeh i will change my pallete when i start the next character from scratch, then redo these ones.

but i have finished the second guy in this style so ill show you that.

I changed the hat, duno if its better, and the gun was HARD

Offline Jad

  • 0100
  • ***
  • Posts: 1048
  • Karma: +0/-0
    • View Profile

Re: [WIP] mobster walk

Reply #8 on: December 06, 2007, 10:30:20 pm
Hat is definately better now.

You can't use bengoshia's edit on the first one and claim it as the 'final version', though, because it's not your final version.

See? (: Just checking to make sure.
' _ '

Offline thedaemon

  • 0010
  • *
  • Posts: 110
  • Karma: +0/-0
    • thedaemon
    • View Profile
    • personal website

Re: [WIP] mobster walk

Reply #9 on: December 06, 2007, 10:32:40 pm
The short guy looks like Quasimoto, the hunchback of Notre Dame. I like the look of the other guy, he looks like he's from Dragnet. Quasimoto is holding the gun very awkwardly. I don't even see his arms at all. Very confusing to be such a small piece. Try making your characters more curvacious too. Right now they are very boxy. Hope this has helped.
gemini://thedaemons.space
https://thedaemons.space