Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: Krysis on Mon 17/04/2006 23:36:28

Title: Sprites&Walcycles for critic.
Post by: Krysis on Mon 17/04/2006 23:36:28
I need some feedback on this. Soon I'd make a front walkcycle too. What do you think?

1x: (http://img204.imageshack.us/img204/3240/animation29lm.gif)Ã,  Ã,    3x: (http://img204.imageshack.us/img204/3240/animation29lm.gif)

Title: Re: Sprites&Walcycles for critic.
Post by: Scummbuddy on Mon 17/04/2006 23:49:09
Wow.. .Beeeeautiful.

The closest arm has quite a distinguised outline. Is it possible to use the same outline for the closest arm as you've used for the closest foot?

And have you tried showing a little bit of the furthest arm swinging from behind the rear of him? I'd understand if it looked a little suspicious, or it just was too much of a distraction to leave it in.

Otherwise, a stupendous sprite and walkcycle.  Perhaps a little bit of tilt to the head in one or two frames wouldn't hurt. Or maybe have the hair squash and stretch a tiny bit on the up and down frames, if you understand me.
Title: Re: Sprites&Walcycles for critic.
Post by: Anym on Tue 18/04/2006 00:21:12
A very nice sprite, however the way he puts his feet down (flat) makes it look like he's marching, rather than walking casually, to me at least, so I'd suggest changing that, unless of course that's the look you were aiming for. Making his head or his hair move a little bit might also help in making him look less stiff and more casual.

To illustrate what I mean:
Phear the Pharaoh's army! (http://members.tripod.com/frank_warburton/audio/classical/aidamarc.mid) ;)
(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)(http://img204.imageshack.us/img204/3240/animation29lm.gif)

Title: Re: Sprites&Walcycles for critic.
Post by: Stefan Z on Tue 18/04/2006 00:25:21
Like the look on his face. I imagine him thinking something like: "Ooh, another 1000 blocks to drag all the way up here and we only have 50 years to finished that pyramid..."

One thing though: IMHO the toes shouldn't be lifted when his foot is on the ground.
(http://freewebs.com/stefanzomers/a29lmr.gif)

Having seen a few samples of your work I've got a high opinion of you and are disappointed to see you haven't finished any game - no pressureÃ, intended ;)
Title: Re: Sprites&Walcycles for critic.
Post by: Layabout on Tue 18/04/2006 01:04:41
I looks like an infected penis.

Damn you AGA!!! you smelly welsh sheep shagger!

I believe that teh blue part of his skirt would look less like an infected penis if it were a less contrasting colour.
Title: Re: Sprites&Walcycles for critic.
Post by: DanClarke on Tue 18/04/2006 01:31:50
Looks cool, just a little thing that bothered me personally, but i guess it's a preference thing.

I think that when the foot comes forward, because it's at an angle the heel always contacts the ground 1st, then as the body comes over it, it flattens itself to the ground, in the original the walk looks a little 'flat footed'. I just messily painted over a couple of the frames to see how it looked.:

(http://www.2dadventure.com/ags/animationedit123.gif)

EDIT:

To show what i mean, heres a little anim i made:

(http://www.2dadventure.com/ags/walktut1.gif)

Of course, subtleties of walks mean variations in how the leg moves etc, but id say as a general rule for a normal walk, the heel is always pivotal. hope this helps.
Title: Re: Sprites&Walcycles for critic.
Post by: Shane 'ProgZmax' Stevens on Tue 18/04/2006 02:06:13
Made a quick edit to give you some ideas.

1.  Corrected motion so he moves upward as his leg raises and down as it lowers.
2.  Made arms sway for every frame rather than stop.  This makes them match the legs better.
3.  Added other arm.
4.  Reduced distance leg went forward slightly.
5.  Made hair move a bit.
6.  Made torso rotate slightly.

(http://members.cox.net/progzmax/anim29.gif)

Nice work.
Title: Re: Sprites&Walcycles for critic.
Post by: big brother on Tue 18/04/2006 06:32:34
Try staggering the steps farthest from the camera.