Thanks InCreator - that was really useful. It's a shame, though understandable, you don't have enough time for an edit but I think I kinda get what you're on about.
"Depending on your room, front/back walkcycles either are or are not very important. I try to draw my rooms so there's as little of vertical floor area as possible, with so weak f/b walkcycles you might consider this."
This is a good point, but due to the fact that this is not only my protagonist sprite, but the whole point of me making this game is to improve my animation/pixel art skills, and so I really want to make sure I have the strongest walk cycles possible. In addition, once I have one set of working walk cycles, I have a working template for all my other sprites.
"Shading on hands turned out quite well - now add a mid-moment, where dark shade isn't either in upper or lower part of the hand, and that's also what you have to do with feet."
There is actually a frame where the arms are uniformly the non-shaded green colour on both front and back walk cycles, but maybe there should be a more gradual shift into it? it's on screen for such a short space of time it just looks like a flicker...
Thanks again.
Also I'd just like to state that edits are welcome, should anyone decide they want to/have enough time to have a crack at it.
"Depending on your room, front/back walkcycles either are or are not very important. I try to draw my rooms so there's as little of vertical floor area as possible, with so weak f/b walkcycles you might consider this."
This is a good point, but due to the fact that this is not only my protagonist sprite, but the whole point of me making this game is to improve my animation/pixel art skills, and so I really want to make sure I have the strongest walk cycles possible. In addition, once I have one set of working walk cycles, I have a working template for all my other sprites.
"Shading on hands turned out quite well - now add a mid-moment, where dark shade isn't either in upper or lower part of the hand, and that's also what you have to do with feet."
There is actually a frame where the arms are uniformly the non-shaded green colour on both front and back walk cycles, but maybe there should be a more gradual shift into it? it's on screen for such a short space of time it just looks like a flicker...
Thanks again.
Also I'd just like to state that edits are welcome, should anyone decide they want to/have enough time to have a crack at it.