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TIGSource ForumsDeveloperArt (Moderator: JWK5)show us some of your pixel work
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Author Topic: show us some of your pixel work  (Read 7236708 times)
Blambo
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« Reply #22800 on: May 21, 2013, 01:26:16 PM »

Any better?


When the wings are fully extended at the end of the flap, the body of the bird should be at the highest.
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initials
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« Reply #22801 on: May 21, 2013, 04:14:36 PM »

You need some follow through. You need to be able to feel the push of the wing through the air. The work, the energy expended.

It's still pretty good for being new to animation. A few tweaks and it will be great.
I really think it's important to be intimately familiar with Newtonian mechanics when you're an animator. Which doesn't mean understanding the equations as much as intuitively getting the concepts, so that when you're looking at something in motion you "feel" the weight, momentum, etcetera, and more specifically

.

(Don't get me wrong, I'm not saying Newtonian physics should be slavishly followed, but it helps if you understand the rules of physics that you're

)

Have a solid understanding of the real world, to take full control of the fantastic.
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Initials
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Super Lemonade Factory, Super Lemonade Factory Part Two, Revvolvver, Four Chambers of the Human Heart.
Carrion
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« Reply #22802 on: May 22, 2013, 01:59:19 AM »

Seriously I blow at this, animating is not my thing. This game needs to be done like...today. Could someone lend a hand and help me?
I'll pay....

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Cellusious
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« Reply #22803 on: May 22, 2013, 04:53:27 AM »





Want to see the second one animated!  Hand Thumbs Up Left

Spinning around and wobbling up and down? :3

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Geti
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« Reply #22804 on: May 22, 2013, 05:16:03 AM »



wip ofc, tossing ideas around.
Figured I haven't posted KAG stuff here for a while.
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devi ever
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« Reply #22805 on: May 22, 2013, 05:32:39 AM »



wip ofc, tossing ideas around.
Figured I haven't posted KAG stuff here for a while.

Love the colors.
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Cellusious
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« Reply #22806 on: May 22, 2013, 06:04:36 AM »



wip ofc, tossing ideas around.
Figured I haven't posted KAG stuff here for a while.
Looks great. The jaggyness on the underside of the balloon bugs me tho :s

--
Done with this.

« Last Edit: May 22, 2013, 06:24:26 AM by Cellusious » Logged

Impmaster
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Scary, isn't it?


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« Reply #22807 on: May 22, 2013, 06:17:54 AM »

Oooh. Great color usage, cell
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Lizardheim
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« Reply #22808 on: May 22, 2013, 06:50:39 AM »

So many pretty tiny lines ._.


Some Mushkin animations, which I will eventually try to put into a game as the main character. originul charuckter donut steal!!


Sword slash might need some action lines!! and walk animation might need two more frames in order to not look like absolute shit.
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Udderdude
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« Reply #22809 on: May 22, 2013, 07:12:11 AM »

The jump looks good, but the sword slash looks really fake and static, and his thrust looks like he's poking something with a stick .. you should definitely add some more animation to it.
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Lizardheim
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« Reply #22810 on: May 22, 2013, 07:54:04 AM »

YES!

Adding animation to the animation worked! :D



I forgot how fun it is to animate 16x16 characters...
Jumping should probably have two inbetweens between the jump and fall, otherwise happy with that.
« Last Edit: May 22, 2013, 07:59:41 AM by Lizardheim » Logged
devi ever
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« Reply #22811 on: May 22, 2013, 08:22:40 AM »

YES!

Adding animation to the animation worked! :D



I forgot how fun it is to animate 16x16 characters...
Jumping should probably have two inbetweens between the jump and fall, otherwise happy with that.

This looks amazing!  Drop me a line when you start a devlog.  I'd love to follow your progress.

I just started working with 8x8 limitations and it's driving me crazy, but has been a fun challenge.
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ink.inc
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« Reply #22812 on: May 22, 2013, 08:33:10 AM »

YES!

Adding animation to the animation worked! :D



I forgot how fun it is to animate 16x16 characters...
Jumping should probably have two inbetweens between the jump and fall, otherwise happy with that.



quick edit; took out 2 frames and added some motion blur. your previous animation lacks impact.

suggestion: would probably look better if the sword went in a full arc, as opposed to only parallel to the ground and then drawn back.
« Last Edit: May 22, 2013, 08:46:16 AM by John Sandoval » Logged
Cellusious
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« Reply #22813 on: May 22, 2013, 09:11:05 AM »

Stole your colors btw, @Geti

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Lizardheim
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« Reply #22814 on: May 22, 2013, 09:16:39 AM »




quick edit; took out 2 frames and added some motion blur. your previous animation lacks impact.

suggestion: would probably look better if the sword went in a full arc, as opposed to only parallel to the ground and then drawn back.
Didn't want to remove any of the frames, because I don't like it being too quick a slash.
Motion blur is always nice for swords though.

Looks better, thanks for the edit Smiley

Don't want to put more force behind the sword either, because I'm intending to make a heavy attack for it too, in the vein of this:



edit:

Inbetweens for jump done.
__

Should probably get started on walk anim now.

Nope, made jump even betterer.
« Last Edit: May 22, 2013, 09:59:14 AM by Lizardheim » Logged
gggfhfdh
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« Reply #22815 on: May 22, 2013, 11:13:37 AM »

Didn't want to remove any of the frames, because I don't like it being too quick a slash.
okay well now you've still got exactly the same problem as you did before
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Lizardheim
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« Reply #22816 on: May 22, 2013, 11:29:52 AM »

Oh yeah, can see that now. Was a bit distracted by the massive gray blob motion blur.



Snappier  Noir

walk without arms:
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Ashkin
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« Reply #22817 on: May 22, 2013, 11:54:34 AM »

That guy is adorable, I really want to animate tiny 16*16 characters like that...
Except I still have a serious deficiency wherein I cannot for the life of me draw humanoids Droop
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Pix3M
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o_O


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« Reply #22818 on: May 22, 2013, 03:51:28 PM »

Noobie here.  Droop

https://dl.dropboxusercontent.com/u/83822168/web/A/Mockup/autumnforest.png

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s_l_m
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« Reply #22819 on: May 22, 2013, 04:11:27 PM »


quote me and look at what I put to see how images are added


Other than that I like the colour choices
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