Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: DOKTOR FIZZ on Sun 21/09/2008 11:14:33

Title: THWINGOR walkcycle crit
Post by: DOKTOR FIZZ on Sun 21/09/2008 11:14:33
(http://www.sleezo.com/imgs/2008/sep/21/cry2.gif)

Wurd up, fellow adventure game enthusiasts. This here is one of my first ever characters.
something isn't right about the animation. Also, Im not sure about the way Ive coloured him. Input? Please, be gentle. But also brutally honest.
Is that even possible? Edit would be most helpful.

oh and before you point it out, the animation program I used seems to have cut off his toes.

Guybrush is BadasstothmaXX.
Title: Re: THWINGOR walkcycle crit
Post by: TerranRich on Sun 21/09/2008 23:34:35
1. It's a bit jerky. Maybe a few more frames in between, to smooth things out?

2. There's a lot of pillowshading; there's no define light source instead of directly in front of him, giving him the appearance of being made of squishy spheres. Consider where the light source is (usually overhead) and shade accordingly.

3. Otherwise, it looks pretty good.
Title: Re: THWINGOR walkcycle crit
Post by: None on Mon 22/09/2008 00:56:10
 ;D Well what they call pillow-shading, I don't see that as such a bad thing.
What bother's me is the way his legs stick out to the sides.
If your going for a comic walk then it's fine, I find the animation exaggerated all over, so it's fine.
But if you want a smoother more realistic walk, try making the legs more 'straight on' make them grow darker as they recede, lighter as they come forwards.
Less 'out to the sides'
Frankly I think he's cute,
Peace, Love, Equality, and lotsa good luck!
Title: Re: THWINGOR walkcycle crit
Post by: S on Mon 22/09/2008 16:12:27
Have to agree on the more frames thing. Also, he seems to be boxing himself in the chest...
Title: Re: THWINGOR walkcycle crit
Post by: Khris on Wed 24/09/2008 01:02:12
I'd ditch the head jerking sideways. People don't move their head to the side while walking.

There's also the arms/legs problem: the left hand's supposed to move forward when the right leg does, and vice versa.
Title: Re: THWINGOR walkcycle crit
Post by: DOKTOR FIZZ on Wed 24/09/2008 16:14:47
ok, heres a quick edit. Im dealing with the movement first, then ill to something about the pillow shading.  I got rid of the head jerk, pulled the leg in a bit,  ditched the boxing gloves, and made his legs and arms grow darker as they move further away.  (http://upload-images.info/out.php?i=1794_twingoranimation2.gif) Ignore the stray pixels. somethings up with this gif.
Title: Re: THWINGOR walkcycle crit
Post by: Misj' on Wed 24/09/2008 22:49:30
(http://www.2dadventure.com/ags/AGS_Creature_A.GIF) (http://www.2dadventure.com/ags/AGS_Creature_B.GIF)

Left: corrected the arms slightly (as you can see here (http://bp1.blogger.com/_9qU83nTF0QE/R9tuaHJM1-I/AAAAAAAAAE8/hci746TEreI/s1600-h/SurvivalKit_WCBasics_pg108.jpg) the arms should in their most extreme postion in frame 2 and 6 rather than 1 and 5).

Right: added some extra attitude and weight by increasing the leg-bend and bounce...I overdid it a little, and it could use an extra in-between between every frame to make everything run smoothly. But it's just to give you an idea.

Just for inspiration.