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Author Topic: Indie Brawl: Liero [DONE]  (Read 65899 times)
Soulliard
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« Reply #220 on: March 15, 2009, 09:34:38 PM »

I just isolated one of the frames from my hurt animation:


Not satisfied, but i'm too tired to work on it right now.
Yeah, it needs to look like he's being thrown into the air.

Quote
Also, i don't know if you caught this when I posted it a while back, but I recolored the Larpa firing animation to match the missile's smoke trail:

Yep. That's the one I'm using.
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Rory
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« Reply #221 on: March 16, 2009, 03:04:32 PM »

This might just be my vision, but you might want to move the explosion a little down and to the right by a few pixels. Nice lighting though!

Yup. This.

Maybe for the hurt sprite have his gun held up in the air like he's off balance or something?
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fiber optic asparagus
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« Reply #222 on: March 18, 2009, 01:02:49 PM »

is the shotgun instant-hit?
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I have mooselike reflexes
Soulliard
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« Reply #223 on: March 18, 2009, 02:41:50 PM »

Say what?
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J.W. Hendricks
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« Reply #224 on: March 18, 2009, 05:31:59 PM »

Say what?
I think what Mr. Asparagus means is, does the bullet fly across the screen at a certain speed, or is it instant?
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The artist formally known as "Javet."
Soulliard
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« Reply #225 on: March 18, 2009, 06:32:18 PM »

They're standard projectiles.

Of course, you can see it for yourself in the demo.
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Feliz Lombriz
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« Reply #226 on: March 22, 2009, 11:02:08 AM »

Amazing job on all the sprites here! Even as they are now they would probably look great in-game, but if we're striving for perfection... here's a few nitpicks:

Throwing: It could work, but I admit I thought he was punching something before I read the post. The head movement looks a little unnatural. The important thing is that the whole body needs to be in the throwing motion, not just the arm. You could also try an underhand throw and see if that looks different.

Jumping: Something's off in this one, but I don't quite know how to expalin it. There needs to be more force in it. He needs to be leaning forward into the jump as if he's springing off the ground. Ex. At this angle--> /
Right now he's just stretching out a bit. And shouldn't there be a falling animation as well?

Firing larpa: Super picky, but since he's getting pushed backwards by the backkick his bandana should be blowing in the other direction--fluttering behind his head instead of away from it.

Larpa bullet: It's kinda' shakey, but maybe that's intentional.

Fan: Sweet animation! It would look better faster though. And the bandana should probably be blown a lot farther back.

Aside from those details, absolutely incredible work! There are some amazing spriters among us. Smiley


-Feliz
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Soulliard
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« Reply #227 on: March 22, 2009, 12:41:00 PM »

Throwing: It could work, but I admit I thought he was punching something before I read the post. The head movement looks a little unnatural. The important thing is that the whole body needs to be in the throwing motion, not just the arm. You could also try an underhand throw and see if that looks different.
In the context of the game, it really looks fine.

Also, overhand throws are the standard, because each character uses the same throwing mechanics. When a character throws an item downwards, an underhand throw looks awful.

Quote
Jumping: Something's off in this one, but I don't quite know how to expalin it. There needs to be more force in it. He needs to be leaning forward into the jump as if he's springing off the ground. Ex. At this angle--> /
Bear in mind that he isn't necessarily jumping forwards.

Quote
Right now he's just stretching out a bit. And shouldn't there be a falling animation as well?
Yes, that would be nice. I'd also like a crouching, pre-jump animation.

Quote
Larpa bullet: It's kinda' shakey, but maybe that's intentional.

Fan: Sweet animation! It would look better faster though.
I've already changed these. Check the demo.
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Soulliard
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« Reply #228 on: May 27, 2009, 02:12:03 PM »

Hurt Liero:
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godsavant
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« Reply #229 on: May 27, 2009, 05:43:26 PM »

That's cool. Hand Thumbs Up Right
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Soulliard
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« Reply #230 on: May 28, 2009, 01:43:55 PM »

Doomsday animation (really just an edit of the shotgun animation):
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Soulliard
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« Reply #231 on: May 28, 2009, 04:53:08 PM »

Fan Wind Animation:
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godsavant
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« Reply #232 on: May 28, 2009, 05:02:18 PM »

Wow, go crazy, why dont'cha. Smiley
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JLJac
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« Reply #233 on: May 28, 2009, 09:06:46 PM »

Woa, I've never seen nightshade sprite like this Shocked

Propably got tired on waiting on our super slow animation progress :D
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shig
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« Reply #234 on: May 29, 2009, 05:44:01 AM »

Yeah, I didn't know he could sprite either.

The animation is totally different from what I'd expected, but it's awesome.
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Soulliard
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« Reply #235 on: May 29, 2009, 07:52:49 AM »

Thanks, guys. I'm no pixelhead, but I still like to sprite every once in a while to keep my skills up. I'll be taking an animation class soon, so hopefully that will help me improve my style.

Now that I have some free time, I really want to see Liero finished. The only sprites he needs are:
Firing the ninja rope upwards (1 frame)
Firing the ninja rope upwards diagonally (1 frame)
Summoning the chiquita bomb (around 12 frames)
Firing Doomsday downwards diagonally

Milestone 1 is not too far off!
« Last Edit: May 29, 2009, 08:53:26 AM by Soulliard » Logged

shig
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« Reply #236 on: May 29, 2009, 08:09:15 AM »

So is the ninja rope going to have another animation or is he just going to shoot it from his gun?

I think maybe he could throw it with his hand(s).



Of course, this is not very important right now.
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Soulliard
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« Reply #237 on: May 29, 2009, 08:54:45 AM »

I was going to say the gun, since that will be much easier to animate, and is truer to the source.

I forgot, Liero also needs an animation for firing the Doomsday downwards while in the air.
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godsavant
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« Reply #238 on: July 14, 2009, 04:24:45 AM »

The portrait's been on hiatus long enough.



Leaving for parts unknown tomorrow, probably not going to see any feedback until a week later.

« Last Edit: July 14, 2009, 04:29:28 AM by godsavant » Logged
Soulliard
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« Reply #239 on: July 14, 2009, 06:20:00 AM »

Looks good!

After playtesting a bit with my friend (who likes using Liero), I got an interesting bit of feedback. He found the aerial Doomsday to be a bit wierd, and not too useful. I kind of agree. Liero still needs an attack named downwards, though. We decided that Napalm would be a good replacement. It'd be a projectile affected by gravity that explodes on impact. We can just reuse the throwing animation, so it should also save us some work on spriting.
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