AuthorTopic: Character help+Tiles  (Read 19065 times)

Offline linx

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Character help+Tiles

on: December 01, 2009, 04:36:27 am
Ola. I'm new here to pixelation, but i have been registered at pixeljoint for a little bit.  I'd like some critiques on how to improve my platform character, animating it is the hardest part for them though  :P


« Last Edit: April 04, 2010, 05:53:33 am by linx »

Offline Jon

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Re: Character help

Reply #1 on: December 01, 2009, 12:53:02 pm
Nice character overall, but in one of the frames there's an artifact.

Offline CrazyMLC

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Re: Character help

Reply #2 on: December 01, 2009, 03:55:19 pm
I'd say depending on how much you want to improve it you'd have to make it a little larger.
« Last Edit: December 01, 2009, 03:56:50 pm by CrazyMLC »

Offline linx

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Re: Character help

Reply #3 on: December 01, 2009, 08:12:12 pm
Eh i'd really rather not resize him :P

Fixed up the animation a bit:

Offline DarkFalzX

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Re: Character help

Reply #4 on: December 01, 2009, 09:14:27 pm
Yo!: )
I think you make him pause in the wrong place of the animation, making his step more hesitant, and losing any weight impact.
I have concocted a super quick edit over here - see if this works better:



I have cut two frames one for each leg in mid-step, and added two frames by essentially doubling the duration of the step impact, slightly emphasizing it. Also rebalanced his near arm - it was swinging way too far forward. The edit is rough, so I didn't exactly follow your model design. Sorry.



^^Not to redesign your dude - but I kinda felt like his idle stance was a bit unstable and shy.
« Last Edit: December 02, 2009, 04:43:19 am by DarkFalzX »

Offline linx

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Re: Character help

Reply #5 on: December 02, 2009, 05:30:45 am
Thanks Dark i see what you mean, also i'm glad you edited the idle stance. It's been a weak point of mine to make the idle stance look like it has some character to it.  The only thing i dont get in your walk animation edit was that his head seems to come down too fast, it looks like it's almost jerking downwards, but then again it's just an edit to show me how the animation might look better, so i'll fix it up. Thanks for the help.

Edit: Better?



« Last Edit: December 03, 2009, 12:38:14 am by linx »

Offline linx

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Re: Character help

Reply #6 on: December 05, 2009, 12:50:02 am
Well i think this needs a bump (sorry if that's not allowed  :blind:::) .  The post above has the latest update.

Offline MegaLeon

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Re: Character help

Reply #7 on: December 05, 2009, 12:53:48 pm
I like the first version more, however make sure you're confortable with colors and structure before jumping into animation.

Offline linx

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Re: Character help

Reply #8 on: December 05, 2009, 04:26:23 pm
That's pretty interesting, most people i've asked like the new version. Any reasons why you like the old one better?

Offline Tourist

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Re: Character help

Reply #9 on: December 06, 2009, 06:07:07 am
I'm that good of a pixel artist yet, but here is what I see:

Overall, the character is appealing.

The new stance looks better than the old one.

The black outlines are eating up your pixel space.  It looks like roughly 5 pixels on each row/column are used up by very dark outlines.  You could pixel over the outlines and gain more space for defining the sprite.

The gray colors in the new version are rather flat.  You only use two colors for the chest and legs, but you already have a third middle gray in the boots that you can use to add some volume.

Where the cape sits on the chest/neck is a unclear.  I can't tell if the cape is covering the shoulders or if the figure has a very long neck.

Hope this helps,
Tourist

Offline MegaLeon

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Re: Character help

Reply #10 on: December 06, 2009, 09:07:08 am
That's pretty interesting, most people i've asked like the new version. Any reasons why you like the old one better?

Maybe you've misurunderstood, I like the new stance, it's definitely an improvement, but i prefer the first color choice, the one with purple hair  ;)

Offline linx

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Re: Character help

Reply #11 on: December 06, 2009, 09:16:34 am
Ah well i've been going through complete revamps on him  :o



Still not finished yet.. trying to figure out how i'm going to add in a scarf and make it look right :P
« Last Edit: December 06, 2009, 09:22:37 am by linx »

Offline Jad

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Re: Character help

Reply #12 on: December 06, 2009, 04:57:51 pm
HARRO MY NAME JAD AND I NO LIKE OUTLINES TOO MUCH





Working with blotches of silhouette colours and then beefing them up with shading and highlights will make your picture much more readable and reduce noise .. and make it easier to animate - all which helps in pixel art.

I think my superrevamp edit might help you a bit, especially since you're doing a revamp of your own. Lower one just has more contrast btw, no big deal there

thanks for inspiring me to do an edit and put some effort into something

oh also blue hair is totally nice and makes him recognizable. Keep it!
' _ '

Offline linx

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Re: Character help

Reply #13 on: December 06, 2009, 05:23:51 pm
Wow your revamp helps a lot. My biggest problem is that everyone still thinks it's a cape  :yell:
#1-
#2-
#3-
#4-
« Last Edit: December 06, 2009, 07:44:32 pm by linx »

Offline ndchristie

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Re: Character help

Reply #14 on: December 07, 2009, 01:09:09 am
My crit is more about character design - this guy reads as basically a Ryu from breath of fire or mayyyyybe the disgaea kid but either way lacks a lot of personality that isn't given to him by other characters (who are still pretty generic...in fact it's an in-joke in the BoF series).
It's not a terrible design, I just think that skinny teenager with blue hair and red cape/scarf has been done and it wasn't too fantastic when those guys did it either (supporting cast in both series have routinely better designs...with the exception of Nina).

The two swords are a nice shift.  I don't know of many characters that specifically use that dagger and sword combo and the simple approach to the blade shape is appealing.

Take a second look at the edits.  Outlines may not exist in that harsh a form, but you need to use light and shadow to define edges.  there are a lot of details in the new guy but i can't read any of them.

Also look to silhouettes: the way that sword blade comes back and intercepts the face is awkward at best, if not visually sloppy.  The stance is better but still reads a bit weak.  Also, be careful of the details - his strap is going on the wrong shoulder for that sword.
A mistake is a mistake.
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The same mistake three or more times is a motif.

Offline linx

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Re: Character help

Reply #15 on: December 07, 2009, 03:00:33 am
Based off of your crit i've done some redesigning  :lol:


« Last Edit: December 07, 2009, 03:23:08 am by linx »

Offline Jad

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Re: Character help

Reply #16 on: December 07, 2009, 11:51:06 am
His legs have different thickness, which looks weird

I suggest you make the light-source come from the viewer's direction and not from the side, since the whole light source will flip when he turns around - not so hot.

His skin tones are very unnatural - make them more orangey and less pinky - but make sure he doesn't turn ORANGE per se. First finding a balance between pink and orange that you like would be a good step in selecting a good skin colour - then fiddling with saturation until it looks natural. Use my edit as some kind of reference, possibly (I think Arne would be able to give better crits on skin color, ehehehehehehe. I'll link you to the tutorial that explains the stuff. http://www.itchstudios.com/psg/art_tut.htm#skin_tones )

are his hands and face supposed to have different colours? if not, unify them.

Shading still feels a bit all over the place, make sure that the different bits of shading aren't just dots here and there - that'll create noise. And, paradoxally, some 'outlines' or just some underlining of the darkest shades with one dark colour would help unify this piece. Or why not use the same dark colour for his pants and his arm guards? The saturation is overall quite high in the shadows, making the thing feel a bit surreal. Beef up the saturation and brightness in his highlights and gray-ify his shadows a little bit!

http://www.itchstudios.com/psg/art_tut.htm <- and read this, just read it and let it sink in, this tutorial is so damn good. It'll help you THINK about art just in general.

Also good luck guy, I love the way you're making constant progress and listening to our advice, compels me to help you even more.
' _ '

Offline linx

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Re: Character help

Reply #17 on: December 07, 2009, 09:25:09 pm
I feel i fixed everything you've talked about... except the lightsource. Not sure how to make it look like it's towards the viewer without it looking like pillow shading....
(Hands have red gloves on that's why they mightve seemed like they had a different color)

Offline MegaLeon

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Re: Character help

Reply #18 on: December 07, 2009, 10:20:24 pm
Nice edit.
Now i think you should get rid of those last black outlines (or outline it completely, just choose a style and be coherent) and definitely add some contrast in the upper block of the sprite ;)

Offline linx

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Re: Character help

Reply #19 on: December 07, 2009, 10:52:30 pm
Sorry Mr.Jad who no likes outlines.  :(

Offline linx

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Re: Character help

Reply #20 on: December 27, 2009, 01:37:03 pm
Update time! Did some minor edits since the last one you guys saw and tried a walk animation...
Not on my computer and i didn't upload the non-animated image anywhere.
Edit: Eugh.. that walk, i'll have to fix that when i come back home :(
Heavy Breathing (Idle):


Walk:

Offline CrazyMLC

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Re: Character help

Reply #21 on: December 27, 2009, 07:29:39 pm
TIPS:
The arms should bend progressively as they move forward, then relax back to a less bent, almost straight position as they swing back.
The feet should extend to look like they're pushing him off the ground, right now they look like hes just lifting them.
The knees don't look like they're being bent, it looks like they're sagging more and the foot is moving to an odd position. I'd move up the area where the knees bend.
The legs look like they're extending as he steps down, thats bad. If this weren't a walk I would say to make your legs bend more, but with a walk the feet tend to stay closer to the ground, almost like sliding along the ground.
The whole point is force, to have a nice, powerful, yet relaxed walk.

I really think you should go back over DarkFalzX's post. This is what you should aim for at least for the walking animation.
Yo!: )
I think you make him pause in the wrong place of the animation, making his step more hesitant, and losing any weight impact.
I have concocted a super quick edit over here - see if this works better:



I have cut two frames one for each leg in mid-step, and added two frames by essentially doubling the duration of the step impact, slightly emphasizing it. Also rebalanced his near arm - it was swinging way too far forward. The edit is rough, so I didn't exactly follow your model design. Sorry.



^^Not to redesign your dude - but I kinda felt like his idle stance was a bit unstable and shy.

I'm also rather disappointed with the morph from hero to average joe. :(



Edit coming soon.
« Last Edit: December 27, 2009, 07:41:18 pm by CrazyMLC »

Offline linx

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Re: Character help

Reply #22 on: December 27, 2009, 08:43:10 pm
Well since i can't edit anything now (note i made that animation before i left my house about 5 days ago) i'll talk about the whole transformation thing.  I don't get how he looked more like a hero before since his outfit was just pretty much a gray overall suit with red stuff here and there  :-\
Oh yeah and a scarf :P

Offline CrazyMLC

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Re: Character help

Reply #23 on: December 27, 2009, 09:09:34 pm
Well...

What makes someone look like a hero is unique clothing.
Everyone has a red jacket and camo cargo pants.

(Well, anyone COULD have those, at least.)

Choose custom order clothes. ;)
« Last Edit: December 27, 2009, 09:11:41 pm by CrazyMLC »

Offline linx

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Re: Character help

Reply #24 on: December 27, 2009, 09:11:31 pm
I dont .... :'(
Yeah but i see what you're saying, i'm horrible at designing outfits for characters :-\.  Awaiting your edit :)

Offline CrazyMLC

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Re: Character help

Reply #25 on: December 27, 2009, 10:55:15 pm
Well, just try to be creative.

As another example, police are dressed as they are because hoe many people in black clothes with shiny metal badges do you see walking around? Not many i'd think, and that makes police officers stand out as important characters/people.

Its not done yet but here you go.

Offline ndchristie

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Re: Character help

Reply #26 on: December 28, 2009, 06:48:38 am
Crazy - I'm not sure I see where you're taking this; IMO adding a muddle of colors that will be hard to read and animated isn't solving many design issues.

It looks like we've moved from kinda cliche to kinda dull.  There is a big difference between the two!  And I think you stepped in the right direction with something a little less typical, but "Joe Cornerstore puts on a baldric" is still a little underwhelming.

There are a lot of roads into the creative process.  Some people like to write a whole story before they pick how the main character looks.  Some fist-person games get way, way into the design before they firm up the appearance, if they ever do.  Some people like to sketch and just see what comes, maybe set a few versions aside or make them into supporting cast on the way but otherwise just let things flow.  Most people I think are in-between.

If you take for instance the guy in my avatar, I began by playing a bunch of Rome: Total War, and then remembering that I had a history of arms and armor book that I hadn't looked into yet.  I flipped to the section on Marian Rome and noticed that the guy had a particular style of drawing tunics: high waist and flowing in a really neat way.  I lost a battle against Epirus and decided to break from the computer.  He became a SKETCH which then got turned into a rough outline and finally a drawing.  The colors and details came naturally in the process, although that doesn't need to be the case.

Although I wouldn't exactly claim that this character is extremely unique or exciting, it's not just a Ryu type character.  Ultimately character relies on the writing, gameplay, and perhaps most importantly the distinctions between characters within the title, but starting with a decent visual foundation is a great way to move into each of those.
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline linx

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Re: Character help

Reply #27 on: January 02, 2010, 06:24:09 pm

Glad to be back home, i could finally make some edits  :)

Edit: A lot of people seemed to like #1 , i think this might be getting a bit busy though...
« Last Edit: January 02, 2010, 10:47:03 pm by linx »

Offline linx

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Re: Character help

Reply #28 on: January 08, 2010, 03:14:23 am
'Nother edit.
"Blobbed version idle"
Also the finalized version. I really don't think i'll be editing it anymore as if i dont make any desicions i'll just keep editing and editing until my hands hurt D:

Sorry about the lack of transparency :P

Offline ndchristie

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Re: Character help

Reply #29 on: January 08, 2010, 02:41:30 pm
Dude, your "blobbed" version reads ten times better than anything else in the thread.  Add some slight highlights and shadows and you're done.

Not sure aobut the blink though - too rhythmic
A mistake is a mistake.
The same mistake twice is a bad habit.
The same mistake three or more times is a motif.

Offline linx

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Re: Character help

Reply #30 on: January 08, 2010, 10:09:04 pm

 :'( Ive never been good without outlines  :-\

Offline JonathanOfDrain

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Re: Character help

Reply #31 on: January 08, 2010, 11:45:31 pm
Dude, your "blobbed" version reads ten times better than anything else in the thread.  Add some slight highlights and shadows and you're done.


I have to agree completely. The highlights and shading seems to be too.... harsh? Legs and feet look too bulky to me. They look like they're clay that you've yet to carve into. Define a nice form with all that clay.

Offline linx

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Re: Character help

Reply #32 on: January 09, 2010, 12:00:50 am
@JonathanOfDrain- I think this version will be what everyone in this thread is looking for. The sprite being more readable

Unfinished of course :)
Update:
« Last Edit: January 09, 2010, 12:14:19 am by linx »

Offline Avocado

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Re: Character help

Reply #33 on: January 09, 2010, 01:03:40 am
the strap for the sword looks like a scarf the way that it comes out of the cape neck-piece. I wouldn't wear that kind of cape because i would be afraid of getting choked because of it.
(I just reread the thread and it's not supposed to be a cape? I have no clue what it is from just looking at it.)
it's sort of hard to read everything you have going on because you have all these colors but they don't work together very well and there is almost an entire lack of contrast that makes them blend together even more. The only thing that really pops out to me right now is the head because theres the sharp contrast of his dark hair and his light face, after that everything sort of blurs together. To be honest I liked the style of the first sprite you did the most because it had a very castlevania vibe, but that might be why you changed it.
The reason that Jad's edit was effective was because he unified the palette and at the same time made all of the focal points of the character easy to read and distinct.
I think your fourth character in post #13 showed a good unified palette and if it just had more contrast would be ideal, but again that might just be the castlevania bias.

Offline linx

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Re: Character help

Reply #34 on: January 09, 2010, 02:49:46 am
I might have to redesign my palette and study Jad's a bit more.  This readability issue is really a hassle for me, since ive been working on the sprite i know what everything is so it all looks fine to me  :-[

Offline Photocopier

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Re: Character help

Reply #35 on: January 09, 2010, 02:38:30 pm

I'm not sure if you noticed this that I posted in tpt.
(last one...)

Offline linx

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Re: Character help

Reply #36 on: January 09, 2010, 03:39:03 pm
Yeah sorry i noticed that i just forgot to post about it :P I do like what you did with the edit and i see it's much more readable.  My latest one though, everyone ive asked says it's readable.

--Thanks to Elk for some tips--

Offline linx

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Re: Character help

Reply #37 on: April 03, 2010, 12:40:51 am
He's back  :D

Edit: Thanks to the guys at the Pixelation Chat for all the help!

Offline linx

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Re: Character help+Tiles

Reply #38 on: April 04, 2010, 05:56:06 am
Well ive had these tiles for a while, and as some people from #pixelation have pointed out there are some issues with them, not being loopable.  Well im revamping what i have so let me just get these out of the way and ask what exactly i could do to improve them besides the loopability issue? 
Let me note: I am not trying to go for a fade to black look.

Offline zez

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Re: Character help+Tiles

Reply #39 on: April 05, 2010, 01:38:47 am
I really like those, but you have a dark line on the far right of the tiles. Its more noticeable in the grass ones, where it is actually just a total absence of detail, but it comes back by the middle rock in each tile, you could probably fix that by (I normally really wouldn't recommend this,) selecting everything but the far right line of pixels, and stretching everything over 1 pixel, then fixing up any area that turned to crap as a result. The darkest tile set also looks off, if you are going for a gradient, you want to lower the contrast between it and the last shade, and if the idea is that that part is non-colliding and the stuff above it is colliding, you should darken it more to up the contrast, to make it more obvious, right now it doesn't really make sense, and If  I was playing this, I wouldn't know if I could run passed it or not...
Totally aside, the grass itself looks awesome. Reads as grass, and isnt too obviously tiled.  :y:

Offline linx

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Re: Character help+Tiles

Reply #40 on: April 05, 2010, 02:26:13 am
Ah let me explain the rocks here. I was going to use the darkest shade as the last part of the set so anything under that stays the same as the darkest shade (it doesnt keep getting darker).  Or would it be better just to use one basic set of colors for the rocks under the grass and use that for the rest of the tiles instead of making things look gradient-looking?
(Sorry if that sounds confusing  :P)
« Last Edit: April 05, 2010, 02:30:37 am by linx »

Offline zez

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Re: Character help+Tiles

Reply #41 on: April 05, 2010, 09:36:58 am
I get that part actually, it just kind of jumps to the darker colored rocks, and its a little jarring, basically I was suggesting either make it get allot darker, if its non colliding, or make it a little bit closer to the shade of the tiles above it, although its actually bothering me a great deal less now that my laptop isnt plugged in, so it may just be an issue with my brightness setting...

Offline linx

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Re: Character help+Tiles

Reply #42 on: April 08, 2010, 06:33:37 pm
Yeah it doesnt seem too jumpy to me but i dunno...
I'm thinking of reverting back tot the old style as i think the character will be easier to animate. (Was going to clean up the character a bit and unify the palette more if i revert to the old style)  Do you think it'd be a bad decision?

Offline zez

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Re: Character help+Tiles

Reply #43 on: April 08, 2010, 08:29:53 pm
keep the new one, it may be harder to animate, but it looks way better.

Offline linx

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Re: Character help+Tiles

Reply #44 on: April 08, 2010, 09:40:42 pm
Alright i guess i'll just look for a teammate. All this animating is getting a bit tiring :P

Offline Kren

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Re: Character help+Tiles

Reply #45 on: April 08, 2010, 11:07:40 pm
the arms on the new one ;_; are too small.

Offline Indigo

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Re: Character help+Tiles

Reply #46 on: April 09, 2010, 05:25:31 pm


I figure i'd post this here too.  The one on the far right is my edit.  the left-most is your attempt of adding more shading to your original.  It addresses how to add shading while suggesting 3d planes as well as basic contrast/readability issues.  The edit was really fast.  less than 10 minutes.  You could push this direction further if you focused more time on it.  For the most part I didn't touch your palette.  I may have added 2 buffer shades.  Also notice the applied dynamic outlining; changing the outline color where light hits.  It adds contrast to the piece without causing a disconnect to the scene.
« Last Edit: April 09, 2010, 05:30:23 pm by Indigo »

Offline big brother

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Re: Character help+Tiles

Reply #47 on: April 10, 2010, 01:36:45 am


I couldn't resist making an edit myself. I rebuilt the sprite around a dynamic line of action, so there's a nice curve flowing through the character. I kept the most contrast and saturated colors around the face to draw the viewer's eye. It's an old Apache trick. Of course, if the character design was any cooler, he'd probably be in that newfangled King of Fighters game that all the kids are playing.

Offline linx

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Re: Character help+Tiles

Reply #48 on: April 10, 2010, 09:42:46 am
That is epic big brother ._.

Anyways, i'm just going to get this guy right this time so i dont keep coming back to edit  :mean:
Went through lots of palette optimizing.
Edit:
« Last Edit: April 10, 2010, 10:29:02 am by linx »

Offline linx

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Re: Character help+Tiles

Reply #49 on: April 12, 2010, 01:36:09 am

I think i'm pretty done shading wise. Just debating on how i should or whether i should fix the pose.
(sorry for the double post D:)

Edit: Completely wrong link XD, accidently put big brother's sprite in here.
« Last Edit: April 12, 2010, 01:43:59 am by linx »

Offline linx

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Re: Character help+Tiles

Reply #50 on: April 14, 2010, 04:05:28 am
Triple post jeez ._. .., haven't posted in 2 days but still.. not sure if this is allowed  :-[
Well i finalized the idle pose, debating on animation of an idle.  Working on crouching and skidding (sliding)

Offline linx

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Re: Character help+Tiles

Reply #51 on: May 29, 2010, 09:23:45 pm
Over a month later, here i am back with some new progress.

Decided to go with the fade to black look in the end. (Side tiles are unfinished)



Also got some more animations done. A few which need some editing  :-\

And last but not least...
Been roughing out a punch animation

Could use some critique  ;D (PS Sorry if the pictures are too big, i will change to links if asked.)

Offline Wenruto

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Re: Character help+Tiles

Reply #52 on: May 29, 2010, 11:32:42 pm
The bottom part Movement Is Awkward Especially the Way The Right Leg Moves (my Left) and also his left leg (my right)..hope that was usefull

Offline Kren

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Re: Character help+Tiles

Reply #53 on: May 30, 2010, 01:06:48 am
I have always seen the arms to small, perhaps making them longer might make the punch animation look more like a punch  and less like a elbow type attack.

Offline linx

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Re: Character help+Tiles

Reply #54 on: May 30, 2010, 03:12:52 am
@Wenruto- Mind going into a bit more detail  :) ?

@Kren- Well i could extend them for the punching because i see what you mean, but the rest of the poses i probably wont, i think they look fine on those.

Offline Vermolius

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Re: Character help+Tiles

Reply #55 on: May 30, 2010, 04:03:50 am
His neck looks a wee bit too long, especially in the jumping frames. In frame 4 and 5 of the run animation his left arm swings way back, almost to being perpendicular to the body. Go out and run. How far do your arms sway back? Also his arms seem to be quite akin to noodles, quite bendy really.

Offline Wenruto

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Re: Character help+Tiles

Reply #56 on: May 30, 2010, 12:01:26 pm
@Wenruto- Mind going into a bit more detail  :) ?

Well I am Not Good At Animation  But I Found That Video even Though It's 3d but i think it might help you a bit
http://www.youtube.com/watch?v=EKn9QUUelfk&feature=related

Offline linx

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Re: Character help+Tiles

Reply #57 on: May 30, 2010, 01:23:57 pm

Hopefully fixed a few of the issues on the punch, and thanks for the link wenruto  :)
Addressing the stuff on the run and jump next Vermolius, probably wont bother fixing the noodly arms till later on.
Edit:
Updated~!
« Last Edit: May 30, 2010, 04:29:32 pm by linx »

Offline Wenruto

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Re: Character help+Tiles

Reply #58 on: May 30, 2010, 04:38:38 pm

Hopefully fixed a few of the issues on the punch, and thanks for the link wenruto  :)
Addressing the stuff on the run and jump next Vermolius, probably wont bother fixing the noodly arms till later on.
Edit:
Updated~!



Shaky Legg  :yell:


This is What i Kinda Meant DUnoo If It's What U were trying to do


Edit: You Changed It NIce edit..But My Link Was FOr the First One Before You post your edit it lol  :P
Hope Mine Helped lol



You Can Also Use This Post http://www.wayofthepixel.net/pixelation/index.php?topic=7027.msg81406#msg81406
And Nice Job keep Goin Man Looking great so far
« Last Edit: May 30, 2010, 04:42:43 pm by Wenruto »

Offline Chis

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Re: Character help+Tiles

Reply #59 on: May 30, 2010, 05:33:21 pm
His feet shouldn't be moving at all unless he's on ice or something ???
The punch looks weak. I think this post might help in terms of creating momentum.
Great progress so far :D

Offline linx

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Re: Character help+Tiles

Reply #60 on: May 30, 2010, 05:40:33 pm
Thanks for that link Chis, and thanks for the edit wenruto :)
I've fixed the momentum thing now, just going to fix up a few more things before posting.

Offline Wenruto

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Re: Character help+Tiles

Reply #61 on: May 31, 2010, 12:23:53 am
Hehe No Prob Can't Wait to See The Other stuff That You're Making :)

Offline linx

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Re: Character help+Tiles

Reply #62 on: May 31, 2010, 12:29:26 am

Started on another punch, but it's nowhere near finished yet ^_^
Trying to debate on whether doing a spin kick or an uppercut for the last hit of the combo.

Offline Jad

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Re: Character help+Tiles

Reply #63 on: May 31, 2010, 09:58:25 am
Remember to think about what you want him to hit, and where you want that something to be. The second punch right now has more or less zero range? How would that work in a game?

Etc - you should think about such things.

If you ever decide to revamp your animation, then I urge you to use these steps:

1. draw wind-up frame
2. draw mid-punch frame (arm fully extended) <- this should be made to be as effective as possible and should also probably be redrawn from scratch. His whole body balance should probably shift slightly.
3. In-between frames! (mostly a load of overreach>follow-through frames after the punch, actually)

Yup, that's a good workflow : D
' _ '

Offline Wenruto

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Re: Character help+Tiles

Reply #64 on: May 31, 2010, 12:19:50 pm
Yes Basicly What Jad said  Just Checked One of his brilliant works  :P  and you'll want to look at this as reference for your punch animation  :y:
BTW YOU SEEMED TO IGNORE OTHER'S CRITICS ABOUT THE LEG MOVEMENT   :huh: FIX THE LEGS UNLESS HE'S GOING TO FIGHT ON A SLIPPERY SCENE  Like Chis Said earlier  WHERE HIS LEGS MOVE UNCONTROLLABLY  ??? ..Since it's the start hope you fix those errors Good luck...   :)
 

Offline linx

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Re: Character help+Tiles

Reply #65 on: June 01, 2010, 05:03:16 am
Ah looks like i still have a long way to go  :) , luckily school gets out this week so i'll have lotsa freetime soon.  Thanks for the advice Jad and Wenruto!
(About the leg movement- I thought it was subtle enough not to be noticed much but it seems i was wrong so that'll be changed in the next update)

Offline linx

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Re: Character help+Tiles

Reply #66 on: June 07, 2010, 08:51:41 pm
Well, i was looking back on all of my work and looking at some other game designs and came with the conclusion that i wasn't really satisfied with my work.  After some drawing and such, i went back and redesigned the character.

Next step is animating i guess heh   :lol:
Edit: Forgot to say thanks ot the guys at pixelation chat and Tyvon for lots of help  ;D
« Last Edit: June 07, 2010, 09:05:47 pm by linx »