it's not.. too bad. Though the short legs on the big guy is pretty hilarious. You can spice up the animation a little by adding in some idle animations and transition animation, for example, when a character lands a jump, put two additional frames with the knees bending up. Same with jumping, though this tends to slow the game's input a bit. Personally I think that might be more fitting for the graphical style you have going. Seems a bit too fast for such a large character and short view size.
well I have no right to talk. I've made so many shit animations… but here's my two cents anyway
you just need to look at some tuts and spend way more time on things. I did some of my better animations by looking at exact references for the key frames. my only other piece of advice is that you can't really get away with animating only one part of a human being except in very rare cases, that's just how the stupid human body works. animating is hard.
@LAR wat? :(@death I did some of that already. Too much boob physics now :(. I'm gonna add a better jump animation but like you mention I don't really want to delay the action.@Rez Yeah her running (forget about mr. stumpy's walking) is traced from actual frames of a person running. You can't actually see the full animation in this gif for some reason, but the main reason it looks silly is that I'm using the same three frames for the left leg and right leg (same as mr. stumpy legs actually)@Obelisk yes :( I started making the sprites when I was terrified of picking colours
I like it the way it is. I think the beauty of pixel art is that it doesn't have to be perfect. Everyone has their own signature style. tutorials are great, but don't ever get too wrapped up in perfection. as you know, game design is an arduous journey as it is. good luck with this.
looks cool. what the hell is the sad face for?
;)
;)
lil bitch
lets just say he's no longer a vigin. ;)
it's not.. too bad. Though the short legs on the big guy is pretty hilarious. You can spice up the animation a little by adding in some idle animations and transition animation, for example, when a character lands a jump, put two additional frames with the knees bending up. Same with jumping, though this tends to slow the game's input a bit. Personally I think that might be more fitting for the graphical style you have going. Seems a bit too fast for such a large character and short view size.
well I have no right to talk. I've made so many shit animations… but here's my two cents anyway
you just need to look at some tuts and spend way more time on things. I did some of my better animations by looking at exact references for the key frames. my only other piece of advice is that you can't really get away with animating only one part of a human being except in very rare cases, that's just how the stupid human body works. animating is hard.is that DB16?
@Acid wat? :(
@LAR wat? :(@death I did some of that already. Too much boob physics now :(. I'm gonna add a better jump animation but like you mention I don't really want to delay the action.@Rez Yeah her running (forget about mr. stumpy's walking) is traced from actual frames of a person running. You can't actually see the full animation in this gif for some reason, but the main reason it looks silly is that I'm using the same three frames for the left leg and right leg (same as mr. stumpy legs actually)@Obelisk yes :( I started making the sprites when I was terrified of picking coloursI like it the way it is. I think the beauty of pixel art is that it doesn't have to be perfect. Everyone has their own signature style. tutorials are great, but don't ever get too wrapped up in perfection. as you know, game design is an arduous journey as it is. good luck with this.