1x ViewNew project I'm working on. The game will use the NES palette and loosely follow it's graphical limitations.The game will play like Nam 1975 and Wild Guns, but with the ability to build and upgrade turrets and other machinery.
My only gripe is with your animation of 3/4-view sprites. In a game where you don't have to see the same animation for long, it's fine, but if you're constantly walking, it looks, to put it bluntly, really bad.
I'm no animation god myself, but people do notice these things. And if someone like me gets it, so will a lot of people.But like I said, if you're not moving left and right a lot, it'll be good. If you put it in profile instead of 3/4, it'll be good. That's my monthly complaint.
Basically, it's an Egyptian style. The face is profile, the torso and arms are 3/4, and the legs are somewhere in between. The legs look 3/4, but animate profile. His right leg is moving much, much further than his left, and he's swinging his hips at such an unnatural angle that might break one's back.
I know it's hard to make animations with more than four frames, but it's clear that you reused the legs. I noticed it with one of your previous avatars, the dude with the cane. Just focus on the front leg for a sec. Looks like a heavy limp.I don't mean to insult your style or anything. I'm just trying to provide helpful advice. You don't have to take it. You can easily take note of the fact that I've never had animated avatars, simply because I've never been content with my animations.
I know exactly what your're talking about and now it's glaringly obvious to me. I guess part of it comes from trying to convey as much information as possible with such a small sprite and so few colors; I tend to rotate the perspective to show features of the sprite that should not be visible.Does the scientist's perspective look better than the gunman's?Cyrus: good find! Never seen that game before. There is another NES game of the same type, but I forgot its name :( hel: other people have said the same thing on other sprites. I might have to make it look less jiggy wit' it.
I actually can't see the scientist well enough to decide. He animates too fast on Chrome and I'm too lazy to switch browsers.
Anyway, if you still want to do the 3/4 view, just make the right leg extend a little less. I've tried to do 3/4 animations. They're not fun, but they look great.
Added video and assets.
[I'm just going to edit this blog when I want to update.]That is awesome to see running
My only gripe is with your animation of 3/4-view sprites. In a game where you don't have to see the same animation for long, it's fine, but if you're constantly walking, it looks, to put it bluntly, really bad.
I'm no animation god myself, but people do notice these things. And if someone like me gets it, so will a lot of people.But like I said, if you're not moving left and right a lot, it'll be good. If you put it in profile instead of 3/4, it'll be good. That's my monthly complaint.I don't think I quite understand what you're saying – is it the 3/4 view that makes the animations look off?
Basically, it's an Egyptian style. The face is profile, the torso and arms are 3/4, and the legs are somewhere in between. The legs look 3/4, but animate profile. His right leg is moving much, much further than his left, and he's swinging his hips at such an unnatural angle that might break one's back.
I know it's hard to make animations with more than four frames, but it's clear that you reused the legs. I noticed it with one of your previous avatars, the dude with the cane. Just focus on the front leg for a sec. Looks like a heavy limp.I don't mean to insult your style or anything. I'm just trying to provide helpful advice. You don't have to take it. You can easily take note of the fact that I've never had animated avatars, simply because I've never been content with my animations.nothing wrong with looking like heiroglyphs, that's about as deep in the collective conscious as you can reach.
Kilin's right though, your avatar does look like he's waltzing/doing a jig. :P but only if you look at the waist down lol.It's not insulting at all, I love critiques :)
I know exactly what your're talking about and now it's glaringly obvious to me. I guess part of it comes from trying to convey as much information as possible with such a small sprite and so few colors; I tend to rotate the perspective to show features of the sprite that should not be visible.Does the scientist's perspective look better than the gunman's?Cyrus: good find! Never seen that game before. There is another NES game of the same type, but I forgot its name :( hel: other people have said the same thing on other sprites. I might have to make it look less jiggy wit' it.I actually can't see the scientist well enough to decide. He animates too fast on Chrome and I'm too lazy to switch browsers.
Anyway, if you still want to do the 3/4 view, just make the right leg extend a little less. I've tried to do 3/4 animations. They're not fun, but they look great.The video looks great! I think I already sent this to you when we were working on an earlier version of this, but here it is again anyway:
Yes! That's the game!
I still need someone to help with music if you're interested :)