Awsome! Maybe in the running one he could have his ears down a bit, like if they're trailing after him in the wind? Would compensate for him stretching his legs and keep him in the hitbox vertically.
Yeah, there is no real detail movement in the upper body at all yet. It's really just the legs and the general movement of the rest of the body. I plan to lower his head and bend his uper body forward more, as well as moving his arms and head during the run.
The way he holds the staff changes drastically in the jumping animation.
Yep, that's because he actaully holds it real awkward in the first place. It looks good in the idle, but isn't very suitable for the other animations. And if you think about it, he'd almost need to break his arm to be able to hold the staff like that.
I'll probably edit the idle animation and change his hand some time (as usual, everyone else is welcome to do so in the meantime).
a bit of bounce on the landing might be nice, but i may have a go at this myself.
edit: just added a frame to the landing. feel free to edit
edit2: modified the physics of the jump as well, seemed a bit weird.
Origina =========== New
The movement of the ears are a bit stiff in the jump animation.
Well, the thing with jumping animations is, that I never really put that much care into the movement itself. For IB we really only need two frames, one for raising and one for falling. It's a little boring to put two static frames next to each other, so I like to make a small animation that shows off what the jump will approximately look like in-game.
I tried to edit your walking sprite to make it into more of a running position with him leaning in quite a bit but then I remembered I have less artistic abilities then a brick and its 2 am.
Yeah, it definitely needs more work - I'll see what I can get to today.
Before doing any more work on Turner, there are two issues I want to iron out.
1. I believe Turner has pants now. Should we add them?
2. I think part of the reason people have been hesitant to work on Turner is due to his idle pose. It doesn't look easy to work with, since he's so scrunched up. Perhaps he should be standing in a taller, more comfortable pose?
Those animations are looking good so far. Except the portrait is only really suitable as a placeholder.
Good that you mention it - I was wondering already if that is a shadow in the idle animation or some kind of black pants. The thing is: in the original Lugaru, Turner had
no pants on, but later, a fan made high resolution texture pack was released that now is part of the official package (I think) where Turner is actually
wearing pants. However, the pants were sort of longer (over his knees) and not those hotpants that he wears (if you like to think so) in the idle animation.
Here's a quick alternative with Turner wearing pants:
Shall we vote?
However I quite like his idle pose. Yes, it is pretty scrunched up, but it should work fine as an 'alert and ready for fighting' type pose. Also his attacks will seem a lot more powerful, because he becomes a lot taller when he stretches his legs. Once more animations are done we can see how the idle animation fits and then make changes if necessary.
I can see nothing wrong with the portrait though, other than it might be a little too small. How should a 'real' portrait differ other than that? I mean how much more Turner can it get?
Overall, it's good to see so much feedback. It will still take a while to finish him, because he has many complex animations (especially 360° rotation stuff), so don't wait for him with the MS2 release.