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Author Topic: Looking for critique on base animation - Side-scroller  (Read 4944 times)

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Looking for critique on base animation - Side-sc...
« on: July 08, 2016, 12:24:55 am »
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I was going to stick with 32x32 but as I enlarged it two fold, I think I will end up going 64x64 as I can add in more details later.  I put zero stock into my spriting capabilities.  I been itching so hard to make a U.N.Squadron meets Contra type side-scrolling/platformer/shoot'em up for years.  I am not getting any younger and my engines are fully capable of pulling it off.  So, it is time to get the excuse out of the way - sprites.

I am intentionally going for deformed style.  The end result is going to be an homage to SD Gundam/SD Games as the main character is going to be a robotic mech and I decided that a more "cute but badass" style would be appropriate for the genre.

Just looking for ways to improve/tweek the current animations.
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pxl_moon (dotyue)

Team Dekunutz
Re: Looking for critique on base animation - Sid...
« Reply #1 on: July 08, 2016, 06:36:45 am »
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the animations looks good, but should he be "walking"? i would think that in a contra-like game the character has to somewhat "run"
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Starforsaken101

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Re: Looking for critique on base animation - Sid...
« Reply #2 on: July 08, 2016, 01:17:34 pm »
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Yeah, it looks like he's walking. Is that intentional?
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Re: Looking for critique on base animation - Sid...
« Reply #3 on: July 08, 2016, 06:51:11 pm »
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the animations looks good, but should he be "walking"? i would think that in a contra-like game the character has to somewhat "run"
Yeah, it looks like he's walking. Is that intentional?
For the most part - yes.  The game is designed in the fashion that every level is an auto-scroller.  There will be a finite speed for the player in similar fashion to arcade style shoot-em ups that don't include speed power ups.

I guess an actual in-game experience would be the better way to experience the animation with movement speed.  As I continue to work on the sprite, I can put together a nice walking demo so you can feel it out.  Pretty much already have one put together.  :P

In the end, the game won't feel like a fast paced action game like Contra as in the overall speed of the game.  Instead, it will be a platformer/combat system like Contra put into a horizontal 2d-shooter with a slower pace similar to Super R-Type/UN Squadron/Gradius.
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Darklink45

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Re: Looking for critique on base animation - Sid...
« Reply #4 on: July 09, 2016, 06:36:45 am »
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It looks real nice, the motion has good weight. There are minor diferences that I can spot between the legs, the purple one has a soft movement with smooth curves, but the grey one is a strong step, maybe as hard as a stomp (that could be because the body moves down a bit or the hard edges the leg has).

That difference in movement can make the character look like he's limping.
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Re: Looking for critique on base animation - Sid...
« Reply #5 on: July 09, 2016, 02:21:41 pm »
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It looks real nice, the motion has good weight. There are minor diferences that I can spot between the legs, the purple one has a soft movement with smooth curves, but the grey one is a strong step, maybe as hard as a stomp (that could be because the body moves down a bit or the hard edges the leg has).

That difference in movement can make the character look like he's limping.

Yeah, I see it now.  The purple(front) leg needs to be pointed out before it touches the ground.  It is slightly curved right now in the one frame before it touches.  Will be working on that.
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