The VG Resource

Full Version: sprites I'm doing for fun
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8
Thanks for the example, I thought that line is supposed to be his muscles. Well I tried to add a line like that but I think I kinda failed with that.

[Image: wDWuNwu.png]     [Image: LHXCDoQ.gif]

I have been thinking that maybe the problem is that the arms are too stiff so I didn't add lines and tried to make the arms more bended here.

[Image: 7UiHUFQ.png]     [Image: wHHPgtu.gif]
I've got some sprites of chi chi falling

[Image: b0QLg3B.png]        [Image: w8saxZc.gif]
Nice, but the dress should billow outward instead of point downward.
I agree with Ton about the dress billowing outward instead of pointing downward. I feel the hair also needs this as well. Logically, the dress would start to billow outward and the girl would try to hold down part of the dress to try to keep "too much" from showing. If you want to see what I mean, I think there might be sprites of Princess Peach showing this particular posture/animation...not sure which game, though. Maybe Super Princess Peach? I can't remember. Or maybe it was Super Paper Mario? It's been a while since I've played either of those two games, so my memory's not the greatest.
(05-10-2017, 12:12 PM)Ton Wrote: [ -> ]Nice, but the dress should billow outward instead of point downward.

Understood, by the way Ton I send you a pm.


(05-10-2017, 04:16 PM)Midday-Mew Wrote: [ -> ]I agree with Ton about the dress billowing outward instead of pointing downward. I feel the hair also needs this as well. Logically, the dress would start to billow outward and the girl would try to hold down part of the dress to try to keep "too much" from showing. If you want to see what I mean, I think there might be sprites of Princess Peach showing this particular posture/animation...not sure which game, though. Maybe Super Princess Peach? I can't remember. Or maybe it was Super Paper Mario? It's been a while since I've played either of those two games, so my memory's not the greatest.

Thanks for the advice, the super princess peach sprite sheet helped a lot as reference. I've never seen chi chi hold down her dress in the series tough.




[Image: lFpql4x.png]        [Image: sWVROzv.gif]

here's the 2nd attempt of falling, I changed the dress and hair
I got kinda bored with making sprites of chi chi, so instead I have been making sprites of the bansho fan from dragon ball. I based the size on the manga and the colors on the first version of the anime.

[Image: Xh1p0KH.png]        [Image: ipN7h8B.gif]        [Image: uRtAszM.gif]        [Image: j3Gk61L.gif]        [Image: 48Dkrbl.gif]        [Image: byt3vUW.gif]    

[Image: dLGu4Lm.gif]  The last one is just a funny test of how the fan would animate if I only replace amy's hammer without adjusting the fan.
If you hate chi chi your going to enjoy this I'm Evil!  here's my attempt of chi chi getting knocked out. I based it on the animation of super dragon ball z

[Image: SIeY556.png]        [Image: aZ0RtJw.gif]

I think I'm gradually getting the hang on making the dress and it's creases.
The animation of Chi Chi being knocked out is a bit choppy and rigid, it doesn't, well, feel natural. It needs to 'flow' better. Might I recommend more frames? If the sprite limitations prevent you from adding more frames, there are other workarounds, such as motion trails or playing the animation faster. Another thing about animations: you don't usually want to make every frame take the exact same length of time. Some animations don't really work well that way, and may need certain poses have different, more varied lengths. Right now, as it is, Chi Chi looks more like a robot or a marionette being knocked out, rather than a human. Might I recommend watching playthrough videos of Sonic Battle to get an idea of how the knock-out animations work? That might give you some idea on the timing, as Sonic Battle has sprites for such animations (and Sonic Battle even has it done differently for different characters). I personally recommend looking at Amy Rose's death animations because she has a skirt, as well as looking at Tails's death animation for the posing of the limbs/body since that one is most similar to the posing in your animation.
So I went to not only increase the speed of the fall but also keep it in a reasonable position and this is what I got.

[Image: UVrGC7k.gif]

It seems pretty smooth to me but I figure this could help others see it better.
(07-23-2017, 03:49 PM)Midday-Mew Wrote: [ -> ]The animation of Chi Chi being knocked out is a bit choppy and rigid, it doesn't, well, feel natural. It needs to 'flow' better. Might I recommend more frames? If the sprite limitations prevent you from adding more frames, there are other workarounds, such as motion trails or playing the animation faster. Another thing about animations: you don't usually want to make every frame take the exact same length of time. Some animations don't really work well that way, and may need certain poses have different, more varied lengths. Right now, as it is, Chi Chi looks more like a robot or a marionette being knocked out, rather than a human. Might I recommend watching playthrough videos of Sonic Battle to get an idea of how the knock-out animations work? That might give you some idea on the timing, as Sonic Battle has sprites for such animations (and Sonic Battle even has it done differently for different characters). I personally recommend looking at Amy Rose's death animations because she has a skirt, as well as looking at Tails's death animation for the posing of the limbs/body since that one is most similar to the posing in your animation.
Motion trails sounds like a good idea, I'll try that. I can't play the animation fast because the animation from super dbz also goes slow. Amy's skirt is too short to use as a reference for me. But in sonic battle everyone get's thrown in the air when they get ko'd, in super dbz you also have that but there's also another animation where the character just falls on the ground which is the one I based it on.

(07-24-2017, 05:20 PM)AkumaTh Wrote: [ -> ]So I went to not only increase the speed of the fall but also keep it in a reasonable position and this is what I got.

[Image: UVrGC7k.gif]

It seems pretty smooth to me but I figure this could help others see it better.
The animation goes way too fast compared to the one from super dbz. I guess the placement is more logical but I'm trying to be as acurate as possible with the animation of super dbz.



                                                                                                                                 new           old
[Image: iscIoBF.png]          [Image: NZErsNx.gif]
Is this better? By the way it's based on this animation at 29:11
I believe it goes faster than Super DBZ is because the camera work slowed down the action and zoomed in when she was KOed, making the position change.

While it is a nice idea, its always better to make it look good and not completely accurate.
Since you don't wish to speed the animation up, I feel that you should probably add more frames. The motion trail helps a little bit but it's not enough to fix the issue.
I think a sudden bump up by one pixel when the body hits the floor (like a stutter) would help make the animation more believable. You want the connotation of weight to show.
Thanks for the critiques guys I appreciate it Smile
Alright here's version number 3: The placement of chi chi's feet is more consistent now, I added a frame in the beginning and there's a stutter in the end with chi chi's head.

[Image: GyyR5A4.png]

[Image: 6cu35LT.gif]

Is this good?
The head has too much stutter at the end, and the arms realistically would not move to her sides from that starting pose. They'd probably stay forward, I'd think. Not sure, though.
Pages: 1 2 3 4 5 6 7 8