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Black's sprite progress 
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Joined: Wed Mar 09, 2011 2:49 pm
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Currently Playing: Ball Breaker with your sister. it's a real game...
Hello.

I've returned from a 1 + 1/2 year hiatus. Does anyone still remember me? :?: I got a little project going on, how about I show some of the sprites.

Here are a few sprites animations I made for a project. The view is isometric and very challenging stuff to make but I'm managing. The size of the character which is technically 8 bit with the color pallet and style has made sprinting this little guy tough but I think it coming out decent.

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Not technically animations but fit together
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ENLARGED WITH ADDED SMOOTHNESS. (that what she said)
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A BOSS FOR MY GAME, THIS BOSS IS ANIMATED IN PIECES.
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WALKING ANIMATION OF CHARACTER # 2 FOR MY GAME.
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JUMPING ANIMATION FOR CHARACTER #3 IN MY GAME.
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ATTACK FRAMES FOR (C.T).
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Last edited by luckycrime on Thu Nov 05, 2015 5:15 pm, edited 5 times in total.



Sun Nov 02, 2014 11:16 am
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Upload them bigger, I can't se S*t there XD
They don't look bad in the desing, but the animations are really tought. Try to avoid large and linear trails, and when the character hit something, don't just stop there, make a some sprites with almost the same body position and with the weapon going up and down (in a vertical hit.


Sun Nov 02, 2014 12:35 pm
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That what I like to call recoil. The force of hitting an object is similar to a rubber ball + the elastic effect of the character pulling his arm back causes the stick's rotational velocity go in reverse prior to the direction it was swung. I don't really plan to make anything realistic because it has to be animated at 8 different perspective but hey why not try for fun. Here is a quick attempt at fixing the problem as far as recoil is concerned.

Image

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Sun Nov 02, 2014 2:48 pm
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Hey man! Definitely remember you! Good to have you back

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Sun Nov 02, 2014 8:20 pm
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luckycrime wrote:
That what I like to call recoil. The force of hitting an object is similar to a rubber ball + the elastic effect of the character pulling his arm back causes the stick's rotational velocity go in reverse prior to the direction it was swung. I don't really plan to make anything realistic because it has to be animated at 8 different perspective but hey why not try for fun. Here is a quick attempt at fixing the problem as far as recoil is concerned.

[ Image ]


Hey, that's nice and smooth! Don't you think that one of the legs should be 'fixed'/stationary when you hit something like that? (i.e. back leg be stationary since your leaning forward to hit something).

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Tue Nov 04, 2014 6:00 am
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Yes I know I re used asset too much but I got an idea to cut work load and now I'm trying it. Has anyone ever played metal slugs 2 and reached the 3rd level with the train? There is a boss that I got inspiration from to create this. The thighs of the scorpion dude will be animation as the armored calf simply move up and down. The right arm does bother me a bit thought.....


Anyways here it is.

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Tue Nov 11, 2014 9:20 pm
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:jigglypuff:

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A simple walking animation in my game.

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Fri Jul 10, 2015 11:52 am
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luckycrime wrote:
:jigglypuff:

[ Image ]
A simple walking animation in my game.

Are you basing the style on Golden Sun, or is that a coincidence?

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Fri Jul 10, 2015 1:53 pm
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It looks almost nothing like Golden Sun's art style.

Nice to see you back, luckycrime.


Fri Jul 10, 2015 2:48 pm
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Geno wrote:
It looks almost nothing like Golden Sun's art style.

Nice to see you back, luckycrime.

On my phone the walk looked like a Golden Sun sprite, so forgive me.

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Fri Jul 10, 2015 2:52 pm
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Jumping animation with 1 of the five playable characters. One perspective down 5 more to go! :xd:


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Fri Jul 17, 2015 9:44 pm

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Nice and smooth animation. Is the left sprite an old one?


Sun Jul 19, 2015 12:24 pm
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nice

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Sun Jul 19, 2015 12:57 pm
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Fancy wrote:
Nice and smooth animation. Is the left sprite an old one?


It's fairy new, I had trouble visualizing better character design.

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Sun Jul 19, 2015 1:46 pm
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Image

A cut animation. Couldn't visualize blur yet so this is it for now. Cyrons attacks are all 8 frames long due to the size of the sword so there may be more smoothness then usually..... it's a game balancing thing.

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Mon Jul 27, 2015 10:09 am
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