AuthorTopic: Have at you! Knight animation  (Read 4990 times)

Offline Jakten

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Have at you! Knight animation

on: August 05, 2008, 05:57:26 am
I started working on a little knight animation, I kind of want to make a little platforming game using this character or something similar to him. I've just been messing around with it.
Anyways here it is:



I haven't done any spriting for awhile so I'm a bit rusty, I miss it though and want to get back into it. Hopefully this will give me a jumpstart.

Offline digitaldust

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Re: Have at you! Knight animation

Reply #1 on: August 05, 2008, 09:06:55 am
The first thing i noticed apart from the funky style is that i couldn't find a definitive lightsource, if needed. Right now it looks a bit like the cameraman pointed the light directly in front of the guy.
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Offline skeddles

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Re: Have at you! Knight animation

Reply #2 on: August 05, 2008, 10:44:08 pm
I'd add more frames. You have what, 3? I'd do 6 or 9.

Offline Mike

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Re: Have at you! Knight animation

Reply #3 on: August 05, 2008, 10:58:52 pm
I like that the light source is in front of him, it makes it better for flipping.

Offline AdamAtomic

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Re: Have at you! Knight animation

Reply #4 on: August 05, 2008, 11:00:31 pm
I'd add more frames. You have what, 3? I'd do 6 or 9.

Simple count would show he has at least 5 already!

Offline Jakten

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Re: Have at you! Knight animation

Reply #5 on: August 11, 2008, 05:26:14 am
OK well i did a little running animation for him


Lemme know what you guys think : D

Offline Lunar

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Re: Have at you! Knight animation

Reply #6 on: August 11, 2008, 05:47:17 am
Its ok.  It just seems that he's kinda skimpy.  Not very tough-looking like a night should be.  You know?

The running is pretty good for the most part, but the sword has some wierd frames.  Just seems to skip around at different sizes.  That pause is kinda annouying too.

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Offline Sherman Gill

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Re: Have at you! Knight animation

Reply #7 on: August 11, 2008, 06:50:23 am
Don't change frame speed in a run animation! Fluidity is important! Just make less motion in the frames to stress things instead of longer frame times.
>>
It's also hard to read which leg is which, and the sword hand seems like it should be in the foreground because it's got the lightest part of the image.
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Offline McStinkus

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Re: Have at you! Knight animation

Reply #8 on: August 11, 2008, 10:35:57 am
I really like this character.  I especially like after the striking animation the detail you acheived in his open hand.  For a little sprite, this guy is pretty cool.  You may want to add some contrast so you can differentiate limbs a little better while he runs.  Keep up the good work.

Offline Mike

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Re: Have at you! Knight animation

Reply #9 on: August 11, 2008, 12:05:07 pm
Hey Jakten I love the stlye of your sprite but if you want a bit of inspiration I recommend you take a look at...

http://www.spriters-resource.com/konami/castlevania/sotn/display.php?file=sotn_alucard.png

You seem to have the exact same style going on.  Tiny sprites with HUGE detail.