AuthorTopic: 2D Fighter RPG (Updated fighter idle)  (Read 15625 times)

Offline Souly

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2D Fighter RPG (Updated fighter idle)

on: June 05, 2008, 12:14:34 am

I've decided to work on the weapon stances for the new character design.
I need to work on my anatomy...
As well as eventually create both male and female versions of these. D:

From left to right;
Fists(claws), Two-handed sword, One-handed and secondary(sheild,grapple), Staff, Dualies, Crossbow, Magic Book, Spear

« Last Edit: June 14, 2008, 05:09:44 am by Souly »

Offline Souly

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Re: 2D Fighter RPG (walk cycle WIP)

Reply #1 on: June 06, 2008, 02:49:42 am
A day later, and no replies.  :(
Guess I gotta start making some more animations.
Anyways, almost done the walk animation.
Totally re-did the face, I'll update the idle animation with it soon enough.
I'm aware the face doesn't move and is quite static, but since I want people to be able to change hairs and hats I kinda want to keep animation on the head to a minimal.

Offline Xion

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Re: 2D Fighter RPG (walk cycle WIP)

Reply #2 on: June 06, 2008, 02:56:58 am
Arm straightens out too much in the forward swing. Like he's reaching for something. The animation as a whole is lacking a nice fluid pendulum effect, and, as a result he looks like he's stomping. Looks like the foot is constantly perpendicular to the leg, which is unnatural. Ankles like to flex, too, ya know? Baccaman made an awesome post I think may be pertinent.
He's lacking an ass. His shoulder goes way too far down his arm. Not a fan of the huge eyes. His back-of-head is lacking in much mass.
I would choose a much less angry face for a base character. Not everyone likes to play the pissed off at the world dude. In the walking animations, his head is facing too much towards the screen. He'd get a cramp walking around like that for a long time.

Oh, you posted while I was typing. Hold up...

The new face is an improvement, much, but he still looks a bit bored.
He needs a chin, I think. his mouth just goes like "-/"
Still has no back-of-head.
Thick neck. Seems like it's a pixel too far left.
Thumb is...well, if you're going to do mitten-style hands, the "fingerspace" should be longer, otherwise it looks like he's just giving a thumbs-up all the time. This is on the back-swing, btw.
The crotch and consequentially the body are bobbing at the wrong times - when the leg is perpendicular to the ground is when he should be his tallest, when they are extended the shortest.
He's missing a far shoulder.
Don't be scared to show a little back.
When the near arm is extended forward, the chest seems ridiculously non-existent.
A little head rotation? Headtation?
« Last Edit: June 06, 2008, 03:07:52 am by Xion »

Offline Souly

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Re: 2D Fighter RPG (walk cycle WIP)

Reply #3 on: June 06, 2008, 04:53:08 am

Hopefully I fixed the arm extension, the neck, the eyes, tried giving him an ass, tried rotating his left shoulder closer, as well as add some head rotation.
I saw the problem with the crotch so I did my best to fix it.
I also gave him a ear.
As for the mitten hands, I'm hoping to give him some weapons soon enough, so I thought I'd just make them look like they're holding something.

Newest idle
Gave him an ass, and his new face.
« Last Edit: June 06, 2008, 08:00:20 am by Souly »

Offline sharprm

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Re: 2D Fighter RPG (walk cycle WIP)

Reply #4 on: June 06, 2008, 11:36:30 am
Hi, its looking good but make sure limbs aren't growing and shrinking in length. I think you'll find he isn't going up enough when his is directly below his body. Hence, the leg looks too short.

As well as keeping lengths consistent between frames, maybe overall the legs are too short.
Modern artists are told that they must create something totally original-or risk being called "derivative".They've been indoctrinated with the concept that bad=good.The effect is always the same: Meaningless primitivism
http://www.artrenewal.org/articles/Philosophy/phi

Offline Joseph

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Re: 2D Fighter RPG (walk cycle WIP)

Reply #5 on: June 06, 2008, 06:11:39 pm
maybe bend his toes, it's too robotic.

Offline Souly

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Re: 2D Fighter RPG (walk cycle WIP)

Reply #6 on: June 07, 2008, 11:46:10 pm

I suck at attack animations. :(
The engine at the moment is only allowing me to use 4 frames for an attack...
So until I get the source it's gotta stay 4 frames.
« Last Edit: June 08, 2008, 12:08:10 am by Souly »

Offline robotacon

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Re: 2D Fighter RPG (walk cycle WIP)

Reply #7 on: June 08, 2008, 08:40:41 am
I dig the design. It's different. He looks like a rubber-man without shoulders but it's all design so it works.
A few pointers.

The walk:
Don't move the head from side to side in the walk. No one really does head rotations.
Try and not have the hands overlap at the same place in front of the body. It looks better what you've done where the hands go behind the body.
Don't twist the pelvis.Your feet would have to point straight to the sides for you to twist like that.

The punch:
 Work on a real fighting stance. Pull up the guard. Currently he punches like a dork.
 Real fighters try to hide their punch, not expose it. It could look good with aniticipation but you've only got 4 frames so I'd skip it.
 Can't you make 2 four-frame punches that you alternate between left-left-left-right and so on. That would look awesome.
 Don't have the back foot slide. That foot should be stready supporting the punch but you could move the front foot for reach if you want but again with just 4 frames I would keep it simple and have both feet firmly on the ground.

Offline Souly

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Re: 2D Fighter RPG (walk cycle WIP)

Reply #8 on: June 10, 2008, 06:31:51 am
Okay, I'm ditching the current sprites I have at the moment.
The anatomy is horrible, and the sprite is some sort of midget.
I remember seeing that fighter tutorial at sprite art, I also remember Helm mentioning the average person is 5 heads tall. (I could be wrong)


Anyways, I've decided to work on the weapon stances for the new character design.
I need to work on my anatomy...
As well as eventually create both male and female versions of these. D:

From left to right;
Fists(claws), Two-handed sword, One-handed and secondary(sheild,grapple), Staff, Dualies, Crossbow, Magic Book, Spear
« Last Edit: June 10, 2008, 06:44:37 am by Souly »

Offline Sherman Gill

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Re: 2D Fighter RPG (New wirework)

Reply #9 on: June 10, 2008, 07:30:12 am
I remember seeing that fighter tutorial at sprite art, I also remember Helm mentioning the average person is 5 heads tall. (I could be wrong)
6-7, with 8 being the 'ideal'.
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