AuthorTopic: Revamping Hammerman  (Read 50219 times)

Offline Dr D

  • 0010
  • *
  • Posts: 415
  • Karma: +0/-0
  • Not a real doctor.
    • View Profile
    • PJ Gallery

Re: Revamping Hammerman

Reply #60 on: March 06, 2009, 10:49:45 pm
Does he really have to be 'switching lanes' like that? It looks a little odd, and may cause problems. Oh well, though, I guess I'll wait until the cleaned up version though.

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Revamping Hammerman

Reply #61 on: March 06, 2009, 10:59:27 pm
"switiching lanes"?

Offline Atnas

  • Moderator
  • 0100
  • *
  • Posts: 1074
  • Karma: +2/-0
  • very daijōbs
    • paintbread
    • paintbread
    • View Profile

Re: Revamping Hammerman

Reply #62 on: March 06, 2009, 11:03:59 pm
He's moving from the foreground to the background when he runs. Very disconcerting and not really practical in a side view game. I suggest you work on a more traditional run before you try adding things like a z axis to them.

Offline Dr D

  • 0010
  • *
  • Posts: 415
  • Karma: +0/-0
  • Not a real doctor.
    • View Profile
    • PJ Gallery

Re: Revamping Hammerman

Reply #63 on: March 06, 2009, 11:05:54 pm
Sorry for my bad terminology..

I mean the way he is landing a little above (or, depending on the perspective, to his left) on his second jump. (Or his first jump? depending on how you look at it again.. Don't have a program which let's me see the frames.) But either way he is making two jumps that aren't landing on the same.. axis? I don't think 'plane' is the right word to use.. Might help if I knew the perspective of the game.

Oh and sorry for saying jumps, but I can not tell, is it meant to be a jump/leap or a run?

*Sigh* I'm tired.. excuse me for a brilliantly awful post.

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Revamping Hammerman

Reply #64 on: March 06, 2009, 11:07:35 pm
Oh, I didn't notice that. k.
Edit:
« Last Edit: March 06, 2009, 11:19:27 pm by Tuna Unleashed »

Offline Jad

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

Re: Revamping Hammerman

Reply #65 on: March 07, 2009, 06:11:58 pm
Dude, head is flickering forwards and backwards in a tempo that only can happen to extremely light things. Heavy things like heads are affected much by gravity and thus move in smooth curves, generally! Try to make it so that stuff doesn't flicker and stutter in the animation O:
' _ '

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Revamping Hammerman

Reply #66 on: March 08, 2009, 12:21:54 am
Would you mind pointing out when it does that.
Edit: haven't fixed the head thing yet, but I just noticed one step has two extra frames.

Edit2: think I fixed it along with some other issues.

*sigh*Edit3: Made him more proportionately accurate to his other poses.
« Last Edit: March 08, 2009, 03:09:20 am by Tuna Unleashed »

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Revamping Hammerman

Reply #67 on: March 08, 2009, 10:32:16 pm
Okay screw it I'm posting.


Offline Souly

  • 0011
  • **
  • Posts: 957
  • Karma: +0/-1
  • Killer of threads.
    • View Profile
    • Punkys Portfolio

Re: Revamping Hammerman

Reply #68 on: March 08, 2009, 10:50:27 pm
Your so afraid to re-draw your frames I think.
I dunno buut to be honest I think the character looks better in the falling out of the air animation then he looksin general.
He seems more proportioned in the fall frame.

The zap animation is cool though.
« Last Edit: March 08, 2009, 10:52:09 pm by Souly »

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Revamping Hammerman

Reply #69 on: March 08, 2009, 11:06:14 pm
I'm not going to completely redraw it to fix minor issues. But I'd say you're saying to make the thighs bigger?