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Collection of sprites
#46
(10-09-2015, 09:52 AM)StevenB Wrote: [Image: ozrFwOT.png]

Plague Knight, the cutest bird dork

That's really awesome.

Have you ever thought about making Mugen characters before? Because I could totally see these in Mugen. You're more skilled than me at sprite drawing and especially animating.... Pretty cool sprites though.
You'd think they'd call bootleg movies peg leg because they're pirated.

[img]http://s628.photobucket.com/user/Laviath...sort=3&o=0[/img]
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#47
(12-19-2015, 10:27 PM)Laviathan4041 Wrote:
(10-09-2015, 09:52 AM)StevenB Wrote: [Image: ozrFwOT.png]

Plague Knight, the cutest bird dork

That's really awesome.

Have you ever thought about making Mugen characters before? Because I could totally see these in Mugen. You're more skilled than me at sprite drawing and especially animating.... Pretty cool sprites though.


Much appreciated-

And yeah, I have thoought about it, as a matter of fact I recently joined some mugen communities. I'm practising with my animations first of all to get better though. My previous animation program broke down so I am still learning to animate with photoshop. 

[Image: TD7Tuhs.gif]
[Image: eXLeDVQ.gif]
[Image: ybRTZvi.png][Image: uw21IJg.png][Image: isLKcbC.png]
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#48
[Image: YfomVt1.gif]

Now to go back to the stance, jab if I ever have time again
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#49
Something completely different

[Image: IzGng91.png]

I've posted these buggers before, but I've since added new ones and cleaned up the previous ones.
[Image: ybRTZvi.png][Image: uw21IJg.png][Image: isLKcbC.png]
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#50
[Image: wSfOKFv.png]


KONO DINO DA

[Image: 14vqpKc.png]

I've also decided to redo the Damian stance that I previously posed into something new;
[Image: 4NvtBXR.gif]
It's still got a few rough edges, but I tried to focus on adding the organic movement that Gord pointed out. What do you all think? Is this a step in the right direction in that departement?
[Image: ybRTZvi.png][Image: uw21IJg.png][Image: isLKcbC.png]
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#51
There are still some issues I see with the sprite animation but overall the bounce is headed in the right direction.
[Image: SRR-matchups_zpsy3ar8bki.gif]

September 1st.




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#52
the head is turning way too much in the stance

while fighting you'd like to look at your opponent at all times, and swaying your head constantly can be a little unnatural
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#53
(01-18-2016, 07:34 AM)The Phinx Wrote: There are still some issues I see with the sprite animation but overall the bounce is headed in the right direction.

I agree that it's still rough around an edge or two. Feel free to point out some things if you have time. I can't promise I'll fix it right away but I'll write it down for later

(01-18-2016, 10:51 AM)Gors Wrote: the head is turning way too much in the stance

while fighting you'd like to look at your opponent at all times, and swaying your head constantly can be a little unnatural

yeah tbh the head rotation was an afterthought that I threw in at the end. Do you think simply 2 frames or 1 frame of head motion would be better?
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#54
Nice stuff in here! For the animation, I think the front arm could be positioned better, it's mostly absorbed into the silhouette right now. The angling on the far arm looks wrong when it gets pulled back: the fist is always facing the player but the angle of the arm suggests a different direction.
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#55
Well one major problem I see is that his head size seems just way to small in proportion to his body. Like his head is a pokemon overworld trainer sprite and his body is a street fighter sprite. And his Right arm (our left) seems too close to his body id doesn't make for a good sillhouette. Those are the only real issues I see.
[Image: SRR-matchups_zpsy3ar8bki.gif]

September 1st.




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#56
Torso, neck and head seem out of proportion with the rest. The animating itself is good though!
[Image: x1aIZ2e.gif]
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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#57
New base concept:

[Image: 3glwznS.png]

Pose is a placeholder, but I wanted to make the head better proportioned according to the feedback. Similair to when I draw I do tend to make heads a bit bigger but maybe this time it looks more natural? For the pose I used some images from Google.
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#58
[Image: HtbwtNy.gif]

New stance animation. I've opted to go for a more loose pose this time around. There are still some jittery bits but overall I think I did pretty decent. Feedback is always welcome.
[Image: ybRTZvi.png][Image: uw21IJg.png][Image: isLKcbC.png]
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#59
The main thing that pops out to me is that the far leg's length is inconsistent during the animation. A bit too loose, perhaps?
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#60
(02-28-2016, 06:59 PM)x0_000 Wrote: The main thing that pops out to me is that the far leg's length is inconsistent during the animation. A bit too loose, perhaps?


Would you say this is most apparent at the highest or lowest frames? In some of the higher frames I raised the ball of the back foot a bit wich may throw the whole thing off. Do you think by 'adding' more knee (more pixels in width) in the lowest frames would help a bit? Thanks for the feedback, I'll write it down. I may do some other animations first but I'll adjust the leg when I get back to this animation.

I also speed the animation up a bit, I think it makes it better;
[Image: KZp73l9.gif]
[Image: ybRTZvi.png][Image: uw21IJg.png][Image: isLKcbC.png]
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