My Sprite Thread - Zombies! 4-way views and walkcycle.

Started by Nine Toes, Wed 10/12/2003 03:32:50

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Nine Toes

See bottom post.

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Nacho

The Pallete that Lucasarts used for its characters in Monkey Island 1 and 2...



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Nine Toes

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Nacho

No problem... If you really want to thank me, re-draw a less scary avatar.  :-[
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Nine Toes

I tried that pallete out, it works great!  Thanx ;).

My avatar's not scary :(...
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Nacho

Pliz, show us the result! I think that result will be great, that´s why I didn´t C+C the sprites...

P.S. Yes, It´s scary. :-[
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Nine Toes

#6


Those flesh tones really worked like a charm. :)  I like how it looks on the guy in the red shirt.  However, the guy with the spikey hair looks better in with grey tones (he's supposed to be evil anyway, so I try to make him look as mean and pale as possible).

Any suggestions?  Any pointers?  Improvements?
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Hollister Man

Great work, I've never seen quite that style before.  It's kinda between Street fighter and an RPG.  

Do you make that palette by hand?  I am working on palette animations for a character, I think I am going to use yours as a template (your palette, not the guys.)

If I changed anything, It would be to lower the brightness of the eyes, they look like, BANG!  Reminds me of the GoAuld in Stargate. :)
That's like looking through a microscope at a bacterial culture and seeing a THOUSAND DANCING HAMSTERS!

Your whole planet is gonna blow up!  Your whole DAMN planet...

Nine Toes

Hey, thanks! :)  I'm glad you like'em.  I drew 'em all from scratch, pixel by pixel.

Right now, I'm trying to make a walk cycle for the guy in the red shirt, but it really looks terrible.  It's got a 1-2-1-3 pattern, so there are only three different frames.

Yeah, I made the pallete myself, except for the skin tones (those are Farlander's, of course).  Yeah, feel free to use it as you please. ;)

Hmm... as for the eyes... maybe if I replace the white of the eye with a light grey, it won't be so... BANG! ;D
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Paper Carnival

Couldn't you post a gif where the animation is playing? That could help us (or at least me) help you.

MrColossal

his upper body moves really well. his arms are really smooth but his legs don't work quite as well.

your third walking frame is him standing and that i think is where it falls apart. try replacing his legs [keep the arms] with a different pose so that the motion of the legs is maintained. i'm doing an edit but i'm not going to post it till i see what you do cause you're totally on the right track and i'd rather you did it than someone else
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Nine Toes

Okey-dokey, I'll give it a try. :)

I'm not sure I'm going to be able to make an actual animated .gif... I don't think I have the software to do that, I can't even save an image in mspaint as a .gif anymore (I don't know why).  I know GIMP has an animating tool of some kind, I'll see if I can use that.

To The Batcave!  Da-da-da-da~Da-da-da-da~~!
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Nine Toes

#12


Okay, here's my modified walkcycle.  If you put this into it's own view in AGS in this exact order, it should look good.  I think the new step I added did a little bit of good, I'm fairly pleased with it.  :)  Just out of curiosity, though... I'd like to see the one you did, Colossal... to see if I had maybe missed something that could make it even better.  Once this is done with, I'll start on the front and back views.

I tried to make it into an animated .gif... but gimp seems like it's got some bugs in it... it was pissin me off, so I said "screw it".
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MrColossal

"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

Nine Toes

#14
Ok, try again.
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cpage

sorry bout the tweak lines but



all in all i think it looks good
the arm movements sort of make him look like a machine ...
If you look at  frames 1,2,5   then 3,4   then 6,7  you will see that the arm is in the same places, there are only 3 positions the arm ever gets in.
I think if you smooth those out this animation will be perfect

BerserkerTails

It loks pretty good, but it seems to me like the chara is walking a couple steps, then stopping, then walking a couple more, etc... I think I've found the source of the problem:

For 3 frames in a row (7, 8 and 1), the character's left leg stays in the exact upright position. I'm not quite sure how rigid this character walks, but when I walk casually, my leg usually doesn't stay in an upright position for more than a split second, let alone three frames. His right leg also does this, but not as badly, since the three frames are split up (frames 2, 4 and 5).
I make music.

Nacho

I think you should put a little movement to the chest... that would remove the "robot walk" effect, IMO...
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James Kay

Yeah, the character is nice, but the animation is too wooden. It looks like you're only animating the legs and arms and maybe dip his head a pixel orso. His shoulder should react too, as should his chest, which in turn moves his head more.  Overall people rotate their bodies slightly (along the Y axis) when walking and then turn their heads to compensate for that turn. Try walking, really exaggeratedly, and you'll see.

Whenever you animate anything humanoid, I recommend you do the action yourself, make it a bit over-the-top, like act it out a bit too camp, and then look at what you're doing.  Then tone it down a little and animate it.

BTW, he looks kinda scary...  ;)

MrColossal



that's mine

I had to bump one of the frames in a little cause it didn't line up and he bounced around, kind of like the GIF above mine. That's something you really have to take notice of.

Also, if you have the colour for it I'd suggest darkening the back arm and the back leg so we can tell which arm/leg is in which position
"This must be a good time to live in, since Eric bothers to stay here at all"-CJ also: ACHTUNG FRANZ!

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