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Collection of sprites - Printable Version

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RE: Collection of sprites - StevenB - 09-28-2015

Hm, interesting.

I -think- the issue could be that I don't do frame delay because I don't how to animate properly, but alteratvively I also might just have tried to overcompensate too much. Usually when I animate attacks animation I try to mainly emphatise the start-up and cooldown so that the motion feels more elastic.

These are other animations I did which I think shows that principle more, but either or it might be good for me to take a second look at how I approach these Ryu animations.
[Image: ySN6z0o.gif]
[Image: UFivdFY.gif]
[Image: RlvT8lm.gif]

Thanks for the feedback Gors!


RE: Collection of sprites - Sketchasaurus - 09-28-2015

You seem to be over-animating certain things which muddles up clarity of the motion. There's a misconception that an animation needs to have a lot of frames to be well animated, but in the case of game animation, more frames means more programming work and memory usage.

I notice that a lot of things pop and jitter in those bowser animations, and a lot of things are going on that mess with readability inside the sprites themselves. you could easily cut frames and still have a great result, but the bottom line is that good animation is about readability, not the number of frames it has.


RE: Collection of sprites - StevenB - 09-29-2015

(09-28-2015, 11:21 PM)Sketchasaurus Wrote: You seem to be over-animating certain things which muddles up clarity of the motion. There's a misconception that an animation needs to have a lot of frames to be well animated, but in the case of game animation, more frames means more programming work and memory usage.

I notice that a lot of things pop and jitter in those bowser animations, and a lot of things are going on that mess with readability inside the sprites themselves. you could easily cut frames and still have a great result, but the bottom line is that good animation is about readability, not the number of frames it has.

Alright, so for the next time I'll animate I'll try to keep the framerate more focussed on creating a good 'snap' whilst also paying more attention to keeping all the stuff more readable and stable. Thanks for the feedback, I appreciate it!


RE: Collection of sprites - Ton - 09-29-2015

These are really solid. I love both Ryu AND Bowser. But like the others said, if you're going for quick animation, a bunch of frames might not be the nest way to do it... even if they look great. Motion blurs can be helpful for this, too.


RE: Collection of sprites - StevenB - 09-29-2015

(09-29-2015, 08:26 AM)Ton Wrote: These are really solid. I love both Ryu AND Bowser. But like the others said, if you're going for quick animation, a bunch of frames might not be the nest way to do it... even if they look great. Motion blurs can be helpful for this, too.

I'm personally not really a fan of motion blur but maybe that's part of the issue 

The Bowser animations were for a project wherein I had to make frama data match up with that of Smash' (not 1:1 though) so I didn't really go for quick stuff. I'll leave it at that before it looks like I'm making up excuses haha

Now that I have time to animate stuff for myself again I definetly want to take in the feedback and see if I can approach animation in a different, better way with quicker frames and more dynamic, yet stable, positioning.


RE: Collection of sprites - Ton - 09-29-2015

If you check the Mario and Luigi games, they do motion blur a bit better than most. Any characters in particular you want to work on?


RE: Collection of sprites - StevenB - 09-29-2015

(09-29-2015, 10:53 AM)Ton Wrote: If you check the Mario and Luigi games, they do motion blur a bit better than most. Any characters in particular you want to work on?


Mario&Luigi would be one of the better examples, alongside my personal favourite Guilty Gear Xrd (although in some cases I think Xrd overdoes the blur).

I have dabbled with fighting game-esque sprites before and I really like doing them. I previously tried to do a character for a MUGEN but lost interest
[Image: K0YvLtw.gif][Image: CeyTSzV.gif](like, really quickly)

So I was thinking of picking that up again.But then of this guy: [Image: yzTSRDy.png]

Most of my recent work has been commission work though as I'm trying to expand on that to help me out with the costs of studying.


RE: Collection of sprites - StevenB - 10-02-2015

[Image: 3fld6Eh.png]

I had already posted most of these sometime ago, but now I've added the last class, the Sharpshooter. I still want to play around a bit with the bow as it feels very stiff as is, so I think I'll pull back both arms to make it look as if there is more tension to it


RE: Collection of sprites - StevenB - 10-03-2015

[Image: EcBDHqp.png]

Street Fighter's Cody Travers.


RE: Collection of sprites - StevenB - 10-08-2015

[Image: bN72MP3.png]

The best Jojo


RE: Collection of sprites - StevenB - 10-09-2015

[Image: ozrFwOT.png]

Plague Knight, the cutest bird dork


RE: Collection of sprites - StevenB - 10-09-2015

[Image: ke6Dg7i.png]

Vampire month


RE: Collection of sprites - StevenB - 10-16-2015

Tried out CvS style

[Image: IJ805tG.png]
[Image: DrentnY.png]


RE: Collection of sprites - Ton - 10-16-2015

Loving that Simon.


RE: Collection of sprites - StevenB - 10-16-2015

(10-16-2015, 08:13 AM)Ton Wrote: Loving that Simon.

Haha thank you! I'm very satisfied with how it came out as well, especially since I'm still new too CvS style


[Image: J6LbEqF.png]