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Pixel Art WIPs/Small Things Thread

thanks bro. that's eight frames. i'm hoping it isn't too hard to make rmvx accept 8-frame animations because i love how smooth it looks.

also i updated my post with a edit of the magician. it's not perfect but it illustrates some of my points i think. :devil:
 
Looks awesome, but I am aiming at a more simple style. I am willing to learn, though.
Is this any better?
4vnss3.png
 
Old Kentucky Shark":93o7l3yv said:
Modeled after the Gem saloon from Deadwood?

yes and no. :thumb: deadwood has had a HUGE impact on where i'm going with this on a visual and architectural level, but that particular picture is two-levels because i was just trying to get as much from my tiles as i could
 

Tuna

Awesome Bro

Perihelion":12w8bi5p said:
Looking slick, Des!

I'm spriting the main characters from my game. The three on the right are not party members.
Untitled-1020.png
Very nice, Peri. Your characters have a really neat Chrono Trigger feel to them. Given the different poses, I imagine all of their walking animations are going to be pretty complex and unique.
 
The walking animations are going to be on a template, actually, with a few exceptions. I don't have the time to do unique animations for everything. Unique idle poses is as far as I'm going. But thanks!
 
I did some walk cycles!

ten-walk.gif

anneka-walk.gif


Cyborg girl's walk cycle is still a little iffy. I need to fix up the shading on the jumpsuit and make the arms floppier-looking in the front and back walk. I'll prolly animate the highlights on her eyes when she walks too. Man, I dunno why I uploaded it now that I see all these things wrong with it, but whatever, I cbf fixing it now.
 
Yea, because it's so obvious ugly, I totally agree with you there. You should give up the art of making... art, and do other pointless stuff instead.

No honestly, I see what you mean about the arms and the shading, but it really is nice. A few edits and it will seriously be a good piece of art.
 
is this the four-frame walk? on the front-views it's obvious (and they look really good), but the sideviews don't have the right pendulum swing and might as well be rpgmaker three-frame walks. i know that i don't have to link you to references for a proper walk cycle, and you're too good to fall into that step-idle-step trap. it's obvious that you HAVE the right walk cycle, but it's not exaggerated enough to be noticeable.

the problem is that you need to pick the legs up more. i know it's hard with such a small sprite, but i think you could absolutely lift the feet off the ground by a couple of pixels for the passing frame.

and on the back view, work some more to put the highlight on the heel. remember that the foot is being dragged towards the camera, so focus on that aspect of the animation. the back-view animation is hard because you can't use knees and feet with as much definition as the front. look at what i did for my sandfall guys.

tatenorth.gif


(hmm i think there's something off with the head placement in that gif) now the legs are a lot more exaggerated than yours (my sprites are slightly bigger and i can afford to do that because i have 8 frames), but the thing I want to show off is the way the feet grow as they get closer to the camera. it helps with the illusion that the player is sliding them across the ground (or, more accurately, that the feet are slaying in place but the character's body is moving forward).

your front-view animation does this really nicely but the backview is jerky and looks 3-framed.
 
Yeah, I'm pretty terrible at animation. I actually worked on this for a long time before it even got to this point. And yes I did study a lot of refs. I guess I didn't exaggerate enough for the size of the sprite.

This is the template:

female.png


And here it is animated:

paradigm.gif


The foot is in fact lifted, but I can see that it's hard to tell. I don't like really exaggerated walk cycles, though. I agree that the front view on these sprites is definitely the best one, but it looks too much like marching to me.

Ehh, I'll revisit it.
 
sideview: the knee bends too sharply—exaggeration is good but the knee is distracting from the actual movement, especially when there's no bending in the other frames at all. it seems like you're relying on the knee to carry that frame, but really it should be the foot. position the feet in the right pendulum spots and position the knee after. that said, the naked animation looks MUCH BETTER than on the characters with the clothes.

backview: drag the foot more. i'd rather have more frames dark as she pulls it back rather than the two frames back (one where it's there and one where it highlights). the kick-up frame is nice, but in a four-frame cycle you don't have that luxury and you want to emphasize the motion of the entire leg as a form.

the front view looks nice.

i mean overall it's better than 99% of the shit that people post anyway (here and in other places) but i'm trying to help you push it to the next level. it's really hard with four-frames (i would love to see you try and experiment with 8-frames) and the key is to really think about the keyframes that show the most movement without looking too jerky.
 

New vs. Old


Realised after looking at this the next day that it lacked that certain 'contrast', hopefully though I improved it and not made it look shite.

Peri - Love the walking side animation, the lifted leg isn't something you normally see but it really works. I personally think it adds key movement into the overall animation, rather than looking like a swaying pendulum.
If you had a static graphic I'd say create the similar one for the first frame in the walking sheet.
 

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