AuthorTopic: Odeka: Mockup  (Read 21827 times)

Offline mozzy

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Odeka: Mockup

on: September 28, 2008, 04:16:36 pm

Run animation. I've been messing with this for a while, not stopping 'til its perfect.
Crits please (:
He's running with a weapon in his left hand, which will be added in game through programming since there will be multiple weapons.
« Last Edit: March 22, 2009, 08:51:22 pm by mozzy »
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Offline mozzy

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Re: Atilus

Reply #1 on: September 29, 2008, 12:28:31 am
No crits :x
Well I think I'm done though.
Any comments at all will be really appreciated.
« Last Edit: March 22, 2009, 08:51:43 pm by mozzy »
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Offline Souly

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Re: Atilus

Reply #2 on: September 29, 2008, 01:02:31 am
The arm seems to snap back a bit quickly.
Not sure about the cape, I'd make an edit but I don't want to edit 2x zoomed pixels.

Offline mozzy

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Re: Atilus

Reply #3 on: September 29, 2008, 01:09:49 am

I'm trying to keep this looking flat like ancient Greek/Roman paintings/mosaics/etc so no real shading, mostly AA.
« Last Edit: March 22, 2009, 08:51:55 pm by mozzy »
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Offline dfcastelao

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Re: Atilus

Reply #4 on: September 29, 2008, 06:34:33 am
Just a few comments. Hope it helps:

I find the cape movement to be a bit rigid. Try not doing top and bottom "lines" waving parallel.
I also think that the shirt color is too close to the skin one. It makes the sprite a bit difficult to read.
It's me or the hand holding the weapon is a bit out of sync?

Btw, good running animation and charming character. I like it.

Offline Willows

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Re: Atilus

Reply #5 on: September 29, 2008, 05:55:31 pm
Something's odd about the arms. They seem to both move forward at roughly the same time, making the gun arm look not-attached-to-the-character.

Very cool otherwise, though!

Offline TomF

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Re: Atilus

Reply #6 on: September 29, 2008, 06:56:58 pm
His right arm moves back very fast, stops suddenly and then slowly goes forward again. And to agree with the others, the cape needs a little more flow, and the gun arm needs to travel opposite to the other arm.

Otherwise, lookin' good. :)

Offline Jad

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Re: Atilus

Reply #7 on: September 29, 2008, 08:58:25 pm
Non x2 frames.

Also true colors, my other GIF animator screwed up the colors though it was slowed down a bit:

I'm trying to keep this looking flat like ancient Greek/Roman paintings/mosaics/etc so no real shading, mostly AA.



Hurhurhur, you and me obviously have the (exact?) same taste in shading + snappy super deformed animation running boy stuff :D That's awesome.

(edit: also, I'm not accusing him of ripping my sprite, guys, so move on. There's enough differences in both posture and small details and .. umm.. pixels, lol, to prove that this was pixelled from scratch. (: The resemblance is uncanny, though :D :D )
« Last Edit: September 29, 2008, 09:00:21 pm by Jad »
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Offline Darien

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Re: Atilus

Reply #8 on: October 02, 2008, 03:40:18 am
It looks like he's limping in the latest one... I think it may be because he lifts higher in frame 6 than in frame 2... actually maybe most of the heights aren't matching up, they make his run look lopsided


I love it besides that, though  :y:

Offline mozzy

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Re: Atilus

Reply #9 on: October 05, 2008, 01:11:28 am

An entrance gate to the mega city of the game. Obviously has some Greek/Roman influences, but I didn't want to make it totally one or the other, I want to have at least some originality.
Eye burning colors because I honestly have no idea whatsoever as to how to color this thing l:
And the direction the pillars are facing are probably off too.
I desperately need to learn how to hueshift.
halp me please D:
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