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Published: 2010-11-25 01:41:08 +0000 UTC; Views: 9666; Favourites: 252; Downloads: 132
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Description
So I was working on a game with a friend, and it became way too big a project for either of us to juggle. I made a few scant animations, some tileset stuff, etc, and this is really all I've got to show for it.I didn't even have a weapon drawn to show you, so I quickly made a placeholder to give you the gist of what it would look like. Did it in an hour, not incredibly happy with it, but a placeholder is a placeholder. It serves its purpose.
Submitted at 2x on DA.
12 Colors + 1 Transparency
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Comments: 24
charliey41725 [2015-03-08 21:39:41 +0000 UTC]
awsooooooooooooooooooooooooooooooooooooome!!!!!!!!!!!!!!!!!!!!
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Kaiseto In reply to mewshamananna [2013-03-23 17:29:00 +0000 UTC]
Individual frames drawn in an old version of Paintshop Pro and then stitched together in Animation Shop (which comes with it). GraphicsGale is another cheaper program made for pixel art that excels at pixel art and animation.
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AniGami [2012-06-30 03:30:13 +0000 UTC]
wow this is so awesome its kina shame that its not going to be used for a game
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thedragonb0y [2012-05-16 06:44:39 +0000 UTC]
Gah...URG...GAH THE PAIN!
Dammit I have so much to learn!
Still it's nice to finally have some real pros to look at and set some goals.
While programming is still my thing, I like to have a level of detail when it comes to my work and at least knowing some good techniques and secrets saves the time from years of experimentation.
You guys are a big help for making it badass! ;D
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Kaiseto In reply to thedragonb0y [2012-05-19 19:10:23 +0000 UTC]
I'm hardly a pro I just had a lot of free time on my hands from highschool through college. Not so much now...
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thedragonb0y In reply to Kaiseto [2012-05-19 19:26:50 +0000 UTC]
I say pro because you have a great amount of experience when it comes to how things should move.
When you animated this character, the biggest thing that shines is that it feels like he has weight to it (small micro movements when he takes a step add so much to it).
Sometimes experience is all you need really.
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MCSuire [2012-02-23 23:33:02 +0000 UTC]
It's too bad you never actually made the game. I think I would have enjoyed playing as this little guy.
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victorgarciarojo [2011-01-01 21:14:30 +0000 UTC]
I love it ^^ how much time have you expent on the animation ? thanks!
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Jirbytaylor [2010-11-25 05:33:22 +0000 UTC]
Your sprite work is swell, as always. What kinda weapon does he use anyway?
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BunnyBunnyBunny [2010-11-25 04:42:02 +0000 UTC]
Can't help but point out that the running animation doesn't loop very well... the legs look fine, but, the arm nearest the viewer seems to "jerk" right back into position when it goes back up towards his face, like a frame seems to be missing. It sorta looks like you motion blurred it in an attempt to remedy this, but I still can't help but feel that wasn't quite enough. It just looks jumpy.
Sorry! A fabulous piece otherwise, really.
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Kaiseto In reply to BunnyBunnyBunny [2010-11-25 06:24:39 +0000 UTC]
That was an intentional edit. The arms used to move back and forth at the same rate, and it looked lazy, and slow, and all around bad. Among a ton of tiny edits, I altered that frame to make the arm move forward with more power to add weight to his running animation. It made a big difference, and it's exactly what I wanted. Sorry if it looks jerky to you, but compared to the alternative...
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BunnyBunnyBunny In reply to Kaiseto [2010-11-25 08:06:59 +0000 UTC]
I see. I think you could still add an extra transition frame in there or something, though-- every frame does not necessarily have to play at exactly the same speed. Looking at it, it definitely has that force, but I do feel like it looks like something's been cut out. A small transition frame that only appears for a split second could really help.
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Kaiseto In reply to BunnyBunnyBunny [2010-11-25 08:28:42 +0000 UTC]
The problem with adding another frame is that it would create a whole host of problems in and of itself. The loop is balanced at 8 frames, four spent on each foot, essentially. To add a ninth frame would make the loop where the foot closer to the screen plays longer than on the other side, causing a limping effect.
I'm not going back to edit it at this point anyway. I say that about a lot of stuff I do, and then crack and go fix it up, but in this case, it's depressing given the nature of the abandoned project.
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BunnyBunnyBunny In reply to Kaiseto [2010-11-25 17:07:02 +0000 UTC]
Ah, I see. I didn't realize you had it rounded off at 8 frames, I'd assumed when you said you edited it that you simply cut out a frame and edited the others around it, leaving you with an odd number of frames (which would explain the jerkiness)
Sorry for hassling you about this, haha... pixel OCD, y'know? I really just feel like that small jump really brings down what is an otherwise lovely animation x:
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MandySeley [2010-11-25 04:01:41 +0000 UTC]
Wow, I'm always amazed by pixel artists who can get this kind of fluid animation. Very nice!
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