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Jawnsunn's WIP-fest
#31
[Image: 5WYHu.png]
Can call it finished...

...

for now.
SUSPENSE
#32
Kickass.


ILL BE WATCHING.
[Image: 9fryz.gif] [Image: QUmE6.gif]
[Image: XwNYE.gif]
[Image: qjGOacY.png]

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#33
(02-29-2012, 10:17 PM)Jawnsunn Wrote: [Image: 5WYHu.png]
Can call it finished...

...

for now.
SUSPENSE

The blonde guy's hair is very uneven. Give him some more hair on the back of his head so it looks natural and curvy.
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#34
Yeah thanks for that, Zapchu. Resulted in bit of a minor redesign, since I used to draw this character back in my elementary school days and I wanted to bring him back, but it's all good.
[Image: m8wnl.png]

Also, getting that Character Select done, sort of...
[Image: dR43x.png]
(Before Zapchu's advice)
BUT WAIT, THERE'S MORE!!!

Since I need to have some rad background/enviornment skills, I've been trying to decide over a perspective for the stages on my game. This a concept of the first stage, where you kick ass on the sidewalk, in the sunset to save your girlfriend.
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#35
[Image: VIFKz.gif]
scarf animating is hard and so is sub-pixeling.
#36
Sub-pixeling? What's that?
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#37
Subpixeling is an animation technique that shows details smaller than a pixel. Technically, no detail can be 'smaller than a pixel', so basically it's animating by using subtle anti-aliasing.

This means Jawnsunn's sprite isn't exactly subpixeling, but it has the same feel.
Spriter Gors】【Bandcamp】【Twitter】【YouTube】【Tumblr】【Portifolio
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#38
(03-26-2012, 08:10 AM)Gors Wrote: Subpixeling is an animation technique that shows details smaller than a pixel. Technically, no detail can be 'smaller than a pixel', so basically it's animating by using subtle anti-aliasing.

This means Jawnsunn's sprite isn't exactly subpixeling, but it has the same feel.

Learn something new every day. Big Grin
His scarf doesn't really feel that sub-pixely to me though, because I can still clearly see one and two pixel's width throughout the whole scarf as it's animating and it doesn't feel as super-thin as what you described in my eyes.
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#39
spoiler alert:its the chest
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#40
How was I supposed to know when you were talking about the scarf and I've just now heard of the term? Gors also didn't give any examples of where it's commonly used/can be used, and when you've just learned something, you're not gonna totally know how it works off-hand.
That's why I was aiming my post at Gors anyway, hoping he would talk about such examples of how it's used and whatever, since being an aspiring spriter, I want to learn more about every new technique I learn about.
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#41
Woo, Jetters on the Venomous side Tongue
Jawsunn, I just noticed the cloth around the chest was fluttering, very nice job.
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#42
Hahah, I wasn't trying to come off as arrogant, I really didn't notice the moving clothes shading at first. I also didn't know what to look for, having never seen sub-pixeling before.
I just tend to feel the need to explain things when I get the feeling that someone thinks I'm... stupid or "don't get it" for lack of a better term. Nothing against anyone.
It's all good, I just didn't know what I was looking for exactly.
[Image: sweet-capn-cakes-deltarune.gif]
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#43
Well here's a more explained article on what sub-pixeling is and how Metal Slug used it.
http://2dwillneverdie.com/tutorial/give-...animation/
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#44
Very nice. I never was a fan of needle limbs but still very nice. Keep up the good work.
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#45
tl;dr subpixeling is a technique to represent very subtle movements such as breathing, or engine vibration, or even to make a common movement such as walking, even smoother than you could achieve with 'normal' animation.


that site showed some examples that fit with Jawnsunn's definition of subpixeling animated sprite, but I think that subpixeling is much more subtle.

those Metal Slug animations have lightings and colors shifting by 1 pxel, which increases its 'liveliness'; but for me, real subpixeling would be found in this animation here:

[Image: eri1.gif]

Notice Eri's shoulder. Its movement isn't defined by shape or color block in particular, but anti-aliasing. It's anti-aliasing that does most of the stuff. That's because anti-aliasing pixels are, in a way, half-pixels: it is a combination of two colors to create a third mid-tone that complements both shapes' lines. If you animate your sprite using those 'half-pixels', then you're subpixeling. At least that's what I think of it.

What matters more, though, isn't if it uses anti-aliasing or not, but how the animation looks after it's finished, and Jawnsunn's animation looks great.
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If you like my C+C, please rate me up. It helps me know I'm helping!
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