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Messages - Honza

#221
@Limony: It sure looks better, we'll see how that works with animations. Originally I pictured a big oval acting as a shadow for the whole character, but small subtle circles just around the feet might work. Thanks!

@Anian: I draw it in Photoshop using only a mouse. There are no higher resolution originals, what you see in my posts is all I have.

Outlines of body parts are different layers (head, torso, arms, legs, feet) - it can look like this for example. A walkcycle has 12 frames, with 1 and 7 being the middle ones, 4 and 10 the extreme ones (torso most rotated, arms and legs most apart). I usually start with drawing the rotation of the torso, then move the torso & head up and down, then do the arms swing, then do the legs last (but it depends what I'm in the mood for, the order may vary). I usually start with frame 1, then 4, then the ones in between. I test the animation either with Photoshop's animate tool or by exporting to gifs if Photoshop gets too slow. After the outlines are done and look good, I color the whole thing (each color is a fill layer, I fill them using the lasso and brush). Then when I export the individual frames, I apply a filter to each to match the room's color scheme. The filter is a folder of layers (gradients, color overlays, curves and the sort) with a mask in the shape of the character in that frame.
#222
Limony: Good idea, putting it on my "things to try" list. Although I'm afraid what you say works better for low-res animations - with this level of detail, the shadow could look awkward if it wasn't animated.

Renal: Thanks, your vote has been counted in... it's 1:0 for no shadows now :)
#223
Just out of curiosity, what was the nice effect in Photoshop you ran your images through?
#224
Thanks for the feedback everybody! I used the bigger head and it really does look better.

StillInThe90s: Yeah, I'm aware of that, didn't have time to do a more proper fabricish effect than the slight flap in the front view. I'd like to correct that, since the fabric moving adds a sense of fluidity, but there's no time for details like that at the moment :/

I have another question about an issue I can't decide on. While I can't afford to do lights and shadows on the character's body (it takes forever to animate them), it isn't a big deal to shade at least the head, since it isn't animated - it just moves up and down. Question is, isn't shading just the head worse than having no shadows at all? Not only is it inconsistent, but it might make the unshaded parts look flat and half-assed in comparison. Here's an example:

[imgzoom]http://hvavra.sweb.cz/PoisonGreen/Hafiz_shaded_unshaded.png[/imgzoom]

What do you think? Shaded head or no shadows at all? The more opinions the better, think of it as a poll :). Thanks!
#225
Creamy: Thanks! I believe speed is easily adjustable in AGS, so we'll see what testers prefer. And, um, what do you think about the head size ;)?
#226
So here's one more animation. I'm posting it mostly to bump my previous question about the head size ;)

#227
Shane: Thanks for the thorough feedback! It appears I'll have to go back to the up and down walkcycles sooner or later - the more I look at them, the weirder the arm movement looks.

I have a question about the head size. Which of those two looks better to you?

[imgzoom]http://hvavra.sweb.cz/PoisonGreen/William_heads.png[/imgzoom]

The left one's head is probably too small, but I still like it much more for some reason. Don't mind the slight bluriness of the right one - will try to correct that when I settle on a size.

Thanks!
#228
Looks awesome! Not only the backgrounds, the characters are great too. I'm impressed and a bit envious :).

I was just wondering though, is the pixelated gimmick really necessary? It makes sense to me if you design it in low-res in the first place, but if you have big detailed artwork, why shrink it to a bunch of pixels just to be retro? I would much rather explore those glorious backgrounds in high-res. Or does it spare you work on animation? I felt the same about Primordia and The Journey Down (which went high-res for a commercial release later).
#229
Renal: That's what I keep saying! It's not just Disney, about half the cartoons I've seen look like that. But it's the first thing people notice, unfortunately - that the characters aren't as detailed and shaded as the backgrounds.

The neon sign is going to be animated. This is just something I slapped together to show the walkcycle in action.
#230
Kastchey: Thanks, I tried that, doesn't really work. Light outlines look weird when the character walks in front of a dark background. Blending with filler colors (i. e. having a brown coat bordered with dark brown instead of black) could help, but it's also a lot of extra work.

I'm doing different sprites for each room to match the color scheme - that's all I can do at the moment I'm afraid. More details and shadows are on my list of things I'd like to do if there's any time to go back and do some extra polishing. But right now, I'm far behind schedule as it is.
#231
Snarky: You're right about the neck, it's shaky overall... I'll see if I ever get back to correct that or if I scratch it to "hand-drawn charm" :)

Here's another one:

[imgzoom]http://hvavra.sweb.cz/PoisonGreen/William_walk_side_outlines.gif[/imgzoom]

This one I can actually still correct without wasting too much time, so nitpick away!
#232
StillInThe90s: Thanks! The head bobbing is a cartoony thing. It's not realistic, but I kinda like how it accentuates each step. Does it bother anyone else?
#233
Anian: You're right about the arm - I actually gave it a little more swing because it seemed cool at the moment :). In retrospect, perhaps I shouldn't have done that...

dactylopus: yeah, I have a problem with the swing of the arms in the front and back views - I couldn't handle the 3D aspect of it, all attempts to make them swing "towards the camera" came out weird, so I just gave up.
#234
A bit of an update:




I'm not really sure I have the time to correct anything at this point, but I'll be happy for feedback anyway :)
#235
The Rumpus Room / Re: What's your "Day Job"
Mon 10/06/2013 23:01:29
English teacher, freelance graphic designer.
#236
Eric: It's actually a walking pose (the other leg is going to be rised mid-step), so I made her lean forward a bit.

Just a quick question for everybody: how about the length of the arms? Currently they're longer in the side view than in the front view, so I'm going to fix one of those according to the other. Which length looks better to you? Thanks!
#237
She is supposed to be the "elongated" type of girl :) - this is the image I used as a reference for the face (although I strayed from it later):



Question is, is the torso too long compared to the rest of the body? I used some reference images and the proportions seem to fit more or less... there are girls who have shorter torsos, but I also found ones that are like my Mia. But if it looks disproportional, I'll correct it - been staring at it for so long that I can't really tell.
#238
Hey guys,

so after lurking here for ages, starting three games and never finishing any of them, it seems I'm finally working on a serious project - check it out here:

A Poison Green

I'll be posting new character art in this thread to get some feedback. Here's the first one I'd like to improve before I start animating it (because after that, there's no going back ;)):

[imgzoom]http://hvavra.sweb.cz/PoisonGreen/mia5.png[/imgzoom]

It's one of the main characters, Mia: "an unemployed woman aimlessly wandering through life, stuck behind ideals that never translate into acts."

Plus one character that's already animated to an extent, but there's still an option to redo him:

[imgzoom]http://hvavra.sweb.cz/PoisonGreen/Elijah_side_walk.gif[/imgzoom]

Also we've been getting multiple criticisms about the character style not matching the backgrounds (see this for example). I believe it's pretty much the standard for character art to be simpler (less details and especially less shading) than backgrounds, but in our case, it seems to be more obvious than usually. Any ideas on how to correct that without having to do hand-painted shadows on a zillion frames of animation?

Thanks very much for any input you care to give!
#239
Khris: Just tested it, seems you're right. Thanks!
#240
How exactly is animation delay related to game speed?

I thought that game speed is the number of cycles per second and animation delay says how many cycles it takes to change from one frame to another. So if I have delay 2 and game speed 32, that should be 16 fps. With delay 3 and game speed 48, that's also 16 fps.

However when I tried those two settings with the same animation, the second one (delay 3, speed 48) looked noticeably faster. What am I missing here?
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