AuthorTopic: Alien Animations [update 6]  (Read 8893 times)

Offline SolarStrings

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Alien Animations [update 6]

on: July 05, 2009, 11:14:42 am
Hi Guys!

Started to pixel again after a long time. This time i figured I wanted to try to animate the main character for my own game, currently a single player / 2player LAN/Internet co-op metroid clone, download and try:
http://forsblom.xieke.com/newproject/New_Project_0.2.9.rar)

Here's what I've got so far:

(< -new)    (< -old)
Update on Latest Running animation.

-

Alien front view lineart and colored version.

old running animations: and

Head animation:



I know I have to shape the legs and arms up to proportion. I also need to turn his head in the proper direction when running, instead of his "stiff" head pose atm.

C & C on what to improve & make better.

SolarStrings
« Last Edit: August 07, 2009, 01:08:24 pm by SolarStrings »

Offline xbogx

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Re: Alien Animations.

Reply #1 on: July 05, 2009, 05:01:28 pm
if it were from this planet, the arms and legs would move opposite to each other(left arm front, left foot back), but since this is an alien, it might work, especially if you'd have humans that would run properly, this might be really cool

Offline SolarStrings

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Re: Alien Animations [update 1]

Reply #2 on: July 11, 2009, 01:52:59 pm

1st colored prototype

C & C, how can I improve the piece?

Thanks in advance

SolarStrings
« Last Edit: July 11, 2009, 01:56:07 pm by SolarStrings »

Offline TrevoriuS

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Re: Alien Animations [update 1]

Reply #3 on: July 11, 2009, 03:13:46 pm
I recommend you to pause on the animations for now, and first perfect your character.
I see this chest plate and think it yields no relation to the underlying shape, make it accentuate muscularity more.
Then the arms go into the outpointing part of the shoulder pads, but they come from the torso as a whole, try to look at the shape of a human shoulder girdle, and then apply your shoulder pads to that, so first draw the creature, before drawing it's armor and making misjunctions in the joints.

then the knees should go up a bit higher, and the main bulk of the calve could be placed more inwards, right now there really is a bulge on the front side of the leg which isn't supposedd to be there. So globally, although alien, look at human(oid) anatomy more and redesign this guy for the majority. Then start thinking about his armor again and make it make more sense in both shape and attachment to the body.

Offline adcrusher524

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Re: Alien Animations [update 1]

Reply #4 on: July 11, 2009, 03:35:15 pm

   Great job on the alien he looks really cool! I have a few things that I think might improve him. On the head, you can barely see the highlights that are there. I would brighten that up so it doesn't look like the same color. Also, when you shade darker, shift the hue to a colder color like blue or purple. When you add highlights, shift the hue to a warmer color like orange or yellow. On the armor, it is completely gray. Gray is very boring so i would recommend that you add a tint of red on it.

Offline SolarStrings

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Re: Alien Animations [update 2]

Reply #5 on: July 12, 2009, 06:17:11 am

Update on the alien with armor.

Tried to add some more "shinyness", also added some dark blue to the armor.

C & C is welcome as usual.

SolarStrings

Offline Halloween_Cloud

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Re: Alien Animations [update 2]

Reply #6 on: July 12, 2009, 07:19:26 am
I really like it. Only thing is that it's not proportionate. Well, it being an alien, but the body's buff, and he his... jsut... look at human anatomy. ^^
But i'm lovin it.

Offline SolarStrings

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Re: Alien Animations [update 2]

Reply #7 on: July 12, 2009, 08:26:03 am
Yes, I coded the game engine myself. Still have lots to do with it though. But 2player co-op works :)
-Need to program a universal slope routine that works for all objects, enemies etc in game. It's a "hack" atm.
-Add more enemies and code their AI
-Add bosses to shoot down
-etc etc.. ^^


Changed the headsize a bit, he now looks more "human".

Better this way? Or can I go with my supersized head?

Offline Monzae

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Re: Alien Animations [update 2]

Reply #8 on: July 12, 2009, 09:44:11 am
Oh, nice. What language did you use?
and I think the smaller one works better.

Offline SolarStrings

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Re: Alien Animations [update 2]

Reply #9 on: July 12, 2009, 10:08:11 am
Programming the game in c/c++ with SDL (www.libsdl.org).
Runs in linux & windows (don't have a macintosh to compile on).

"and I think the smaller one works better."

Yes, I think so too.