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Posted by: Mrs. Aforcer Nov 2 2009, 08:27 PM
UPDATE #4
user posted image

Medaf said the last version looked like a zombie and advised I space out the arms a bit.

Also, Xgoff, tried to fix the hair -- your thoughts?

UPDATE #3
Idle animation:

user posted image

UPDATE #2
user posted image

Does this fix the problem at all of the hair and the skin blending?

UPDATE #1
Medaf's Ice Cream World 2 mock-up:

user posted image

user posted image

Thoughts?

ORIGINAL POST
I tried spriting.

Am I doin' it right?

Tips and pointers please.

user posted image

I feel like I may have used too many colours. Or maybe made it too high-contrast. Should I have a black outline around the whole sprite? I dunno -- I figured you guys might.

Posted by: Salad Nov 2 2009, 08:30 PM
I'm not really too familiar with spriting (I've been guilty of using 5000 colors myself) but from an aesthetic point of view that is really cool! It looks a bit blocky though, is that intentional?

Posted by: Mrs. Aforcer Nov 2 2009, 08:32 PM
QUOTE (Salad @ Nov 2 2009, 08:30 PM)
I'm not really too familiar with spriting (I've been guilty of using 5000 colors myself) but from an aesthetic point of view that is really cool! It looks a bit blocky though, is that intentional?

A little bit, yes.

At least blocky in the sense of using simple shapes and avoiding fully rounded edges. Is that what you mean?

And, yeah, I'm guilty of the same thing, too, which is why I'm trying to practice colour conservation or whatever it's called.

Posted by: LuigiFan Nov 2 2009, 08:34 PM
oh f that's awesome

Posted by: Demonlemon Nov 2 2009, 08:36 PM
the ears look a littl jagged, other than that they're quite nice

Posted by: Mikau Nov 2 2009, 08:36 PM
as i've said, yeah this is p. cool, except the middle colors are like... hard to explain why they're odd, but...

Posted by: Mrs. Aforcer Nov 2 2009, 08:39 PM
QUOTE (Demonlemon @ Nov 2 2009, 08:36 PM)
the ears look a littl jagged, other than that they're quite nice

Oh hey they do.

Didn't notice that until just now...

Posted by: Fez Nov 2 2009, 08:46 PM
Quite cool.

My critique, if valid:
A black outline or not is totally up to you and your style. Try experimenting!
A couple outlining things look really off. The ear furthest away from us is very wonky, especially the shading on it. A couple other outlines on the hair and arms are also jagged.
Some serious AAing also would be nice, and would improve its look.

Actually, AAing isn't really needed in this style. It might look nice though.

Posted by: VinnyVideo Nov 3 2009, 08:59 AM
These are nice. How did you do them?

Posted by: Funky Nov 3 2009, 10:53 AM
Nude warning plz

awesome sprites don't stop

Posted by: Thingy Nov 3 2009, 10:57 AM
QUOTE (LuigiFan @ Nov 3 2009, 02:34 AM)
oh f that's awesome

This.

Awesome first try.

Posted by: Elyk Nov 3 2009, 11:07 AM
the helmet shine looks out of place but everything else looks nice

Posted by: Link2005 Nov 3 2009, 11:08 AM
QUOTE (Funky @ Nov 3 2009, 05:53 PM)
Nude warning plz

Oh sorry I forgot that dolls are 18+ user posted image

However, these looks nice, but in the middle one it looks a little strange.
I dunno why...sorry for my not-so helpful comment. user posted image

Posted by: Mrs. Aforcer Nov 3 2009, 11:46 AM
Thanks for your input, Fez, I'll see what I can do about AAing next time. I had mixed feelings about how it would look so I decided not to use it here.

Plus I'm not totally sure how to do it properly

Can someone clue me in?

QUOTE (VinnyVideo @ Nov 3 2009, 08:59 AM)
These are nice. How did you do them?

Originally I was going to use Paint, but I switched over to PhotoShop because I get completely befuddled whenever I can't create a new layer to use.

Which is why me and Paint never really got along.

QUOTE
Nude warning plz

awesome sprites don't stop

It's not really nude; it's a base.

QUOTE
the helmet shine looks out of place but everything else looks nice

Hmmm... doesn't it? I wasn't really sure how to tackle that and in retrospect I think the shading made it look flat.

Somehow I don't think that design was really meant to translate into this style.

QUOTE

However, these looks nice, but in the middle one it looks a little strange.

Yeah, I know, it's probably me least favourite of the three (or two, I guess, since the first is just a base)

Posted by: Nystre Nov 3 2009, 12:00 PM
the hair shouldn't have that dark defining outline seperating it from the head, using darker outlines inside the sprite in general tends to make things seem like seperate pieces instead of blending properly


edit: the backmost part of her hair shouldn't be a straight line either-- remember, just because you're working in blocks doesn't mean you can't make things more curvy and flowy

Posted by: Shawn Nov 3 2009, 01:53 PM
best spriter on mfgg itt

i love it. make mrs a's ice cream world

Posted by: ChaosEmerl Nov 3 2009, 01:58 PM
spriting is art, there are no rules.


Just do what looks good.

In other words, do more of this.

Posted by: Mrs. Aforcer Nov 3 2009, 02:30 PM
QUOTE (Nystre @ Nov 3 2009, 12:00 PM)
the hair shouldn't have that dark defining outline seperating it from the head, using darker outlines inside the sprite in general tends to make things seem like seperate pieces instead of blending properly


edit: the backmost part of her hair shouldn't be a straight line either-- remember, just because you're working in blocks doesn't mean you can't make things more curvy and flowy

Hmm... but that was sort of the intention. I mean, I see what you're trying to say -- it makes the hair seem separate from the head, but at the same time, I feel like if I didn't put something in there the blonde hair and the light skin would kinda blend together, which I also didn't want. I'll play around with some more colours, though; I feel like I might have been a littlee too stingy with my colour conservation on these sprites, which resulted in, well, these sorts of problems.

Does anybody have a rough idea of approximately how many colours one should use in a sprite of this size? Or does it even matter?

As for the shape of the hair, I may round it out a bit, but in general the back of her hair is kind of flat. That's just sort of her deign.

QUOTE
i love it. make mrs a's ice cream world

Ah, you see, you're one step ahead of me, here.

I was planning on trying my hand at game-making after I finish making a few sprite animations, but I'm going to be honest -- I'm completely lost as to how to design, code, etc. a game. I've looked at a good handful of GM tutorials, and frankly they confused me even more.

After I finish some sprite animations, maybe then I'll get to that step, but before any game-making happens, I'm a'need someone to hold my hand and teach me the basics because I'm just short of retarded when it comes to game making.

QUOTE
spriting is art, there are no rules.

Surely there must be some rules!?

Posted by: Alex Nov 3 2009, 02:38 PM
QUOTE (Mrs. Aforcer @ Nov 3 2009, 08:30 PM)
I was planning on trying my hand at game-making after I finish making a few sprite animations, but I'm going to be honest -- I'm completely lost as to how to design, code, etc. a game. I've looked at a good handful of GM tutorials, and frankly they confused me even more.

After I finish some sprite animations, maybe then I'll get to that step, but before any game-making happens, I'm a'need someone to hold my hand and teach me the basics because I'm just short of retarded when it comes to game making.

I got the impression that you're good at logic/maths. Programming consists of logic. The only other thing is that you have to remember what different things are called, and I guess that's easier to you than for me, since most "real words" in programming languages are in American English.

QUOTE
Surely there must be some rules!?

No, only guidelines really.

Posted by: Mrs. Aforcer Nov 3 2009, 02:56 PM
QUOTE (Alex @ Nov 3 2009, 02:38 PM)
I got the impression that you're good at logic/maths. Programming consists of logic. The only other thing is that you have to remember what different things are called, and I guess that's easier to you than for me, since most "real words" in programming languages are in American English.

I'm good at logic, and decent at math up until a certain point (I'm looking at you, AP Calculus) -- but they're not really things I enjoy, so I never bothered to learn much about either one. I know game programming is a lot about logic and math, I just don't know how to apply that knowledge in a way that, y'know... makes games.

Which is why I need help. A lot of help.

QUOTE
No, only guidelines really.

I don't even really know what the guidelines are though...

Posted by: Pip Nov 3 2009, 03:11 PM
I'd put an outline on the armor; the light grey blends with the skin a bit

Posted by: Glukom Nov 3 2009, 06:20 PM
The helmet's shading could use work

But its very good for a first sprite

Posted by: Ashimura Nov 3 2009, 08:09 PM
like i said on dA, ears look like they're made of metal, unless that was intentional in which case i am a fag

Posted by: Nad Nov 3 2009, 08:09 PM
Reminds me alot of CaveStory for some reason. Besides what's been said, it's pretty sweet work.

Posted by: seldeslim Nov 3 2009, 08:52 PM
try to add some outlines ont the helmet and you'll do fine

Posted by: Mrs. Aforcer Nov 3 2009, 09:32 PM
Update.

Posted by: Ashimura Nov 3 2009, 09:32 PM
that hair is lookin' a bit square on the new one

Posted by: Mrs. Aforcer Nov 3 2009, 09:35 PM
QUOTE (Ashimura @ Nov 3 2009, 09:32 PM)
that hair is lookin' a bit square on the new one

Like I said on AIM, the intention was for it to be sort of like a rounded-off rectangular shape. I'll keep your critique in mind, though; I may change it a bit later.

Posted by: Nad Nov 3 2009, 09:47 PM
QUOTE (Ashimura @ Nov 3 2009, 08:32 PM)
that hair is lookin' a bit square on the new one

I personally think it's done pretty well, adds a simple yet cartoony feel to me, which I'm a fan of. I do kinda want to see a bit more shading for clothes, the colors you picked are kinda hard to tell apart without looking at up close for the shirt.

Posted by: Mrs. Aforcer Nov 3 2009, 09:58 PM
QUOTE (Nad @ Nov 3 2009, 09:47 PM)
I personally think it's done pretty well, adds a simple yet cartoony feel to me, which I'm a fan of. I do kinda want to see a bit more shading for clothes, the colors you picked are kinda hard to tell apart without looking at up close for the shirt.

Medaf agreed with Ashimura that the hair is a little blocky. I may go in and alter that later (as in after I finish my work for the night).

Yeah the clothes need work admittedly -- I'll get to that too. It doesn't help that my laptop's monitor displays colours rather... wonkily, though. I may have to go to the computers downstairs to get the colours just right, but thank you.

Posted by: Glukom Nov 3 2009, 10:28 PM
The new one looks good, but two things bother me a little. The first is the skin tone color, it's really... dull, I guess. I can understand if that's what you're going for, but it seems very out of place in the sprite, considering how saturated the yellow of the hair is.

The second thing is the hair. You have a good idea of how shading a sprite should be done, but it isn't precise enough. What you have is a lot of jagged lines, which you can't really claim are a style when fixing them would obviously look better (not saying you did, but that's really the only way I can think to explain it). Basically, things seem to have bumps in weird places.

For example
user posted image

This improves how smooth the line looks. I'm sure you understand that gradually increasing the number of pixels placed when making a curve would make it look smoother, so you should use that more often in the sprite. It'll make everything smoother and prettier.


so yeah

Posted by: Mrs. Aforcer Nov 3 2009, 10:33 PM
QUOTE (Glukom @ Nov 3 2009, 10:28 PM)
The new one looks good, but two things bother me a little. The first is the skin tone color, it's really... dull, I guess. I can understand if that's what you're going for, but it seems very out of place in the sprite, considering how saturated the yellow of the hair is.

That is what I'm going for, but the contrast between the hair and the skin may actually be greater than I think, 'cause, like I said, the display on my monitor is rather dull in and of itself and could be taking don the value of the yellow. Bright blonde on pale skin is what I'm going for; I may increase the value of the skin a bit, though -- make it pinker.

QUOTE
The second thing is the hair. You have a good idea of how shading a sprite should be done, but it isn't precise enough. What you have is a lot of jagged lines, which you can't really claim are a style when fixing them would obviously look better (not saying you did, but that's really the only way I can think to explain it). Basically, things seem to have bumps in weird places.

For example
user posted image

This improves how smooth the line looks. I'm sure you understand that gradually increasing the number of pixels placed when making a curve would make it look smoother, so you should use that more often in the sprite. It'll make everything smoother and prettier.


so yeah

No, I see what you're saying. Really this is the kind of advice I'm looking for. I'll try to fix it after I finish my work.

Like I said, I'm not over-exaggerating when I say I'm a complete newb to spriting. I'll see what I can do about improving the line quality though, thanks.

Posted by: Sploder Nov 3 2009, 10:39 PM
That's really nice, especially for a first sprite!

Really, everything that'd I'd say about has pretty much already been said. Though I do think you might want to fix some of the other jagged lines, too. The first set of sprites have somewhat jagged looking arms.

Posted by: Glukom Nov 3 2009, 10:43 PM
It's actually really, really good for being a complete newb to spriting. You're a good artist though, and it seems they pick it up faster than a lot of people. I didn't know anything about shading or drawing when I first started trying to sprite, but over time you kind of pick that stuff up, and how to do it well.

The best thing you can do is practice though. Keep trying to sprite things in different styles, seeing what looks good in them, etc. You already seem to have gotten the basics down so now it's only a matter of learning all the techniques.

Posted by: Nystre Nov 3 2009, 10:55 PM
QUOTE (Mrs. Aforcer @ Nov 3 2009, 01:30 PM)
Hmm... but that was sort of the intention. I mean, I see what you're trying to say -- it makes the hair seem separate from the head, but at the same time, I feel like if I didn't put something in there the blonde hair and the light skin would kinda blend together, which I also didn't want. I'll play around with some more colours, though; I feel like I might have been a littlee too stingy with my colour conservation on these sprites, which resulted in, well, these sorts of problems.

Here's a nice general thing that should help: Smaller sprites = Higher contrast. You could've used just two shades for the hair but make the darker one contrast the skin enough to seperate it. Adding a third colour with a deep amount of contrast tends to seperate things even more.


Higher contrast on smaller sprites is good because you'll want to use less shades on smaller sprites to begin with-- there's no point in using a ton of shades if you don't have a high enough resolution sprite to add that level of detail.

Posted by: Mrs. Aforcer Nov 3 2009, 11:56 PM
Reworking the base a little with what you guys've said in mind:

user posted image

Not really deserving of an "official" update, but... comments?

Posted by: Glukom Nov 4 2009, 12:01 AM
The jagged lines are pretty much non-existant now, it looks really good there.

The hair kind of blends in with the skin, though. You should either outline the hair as when it's next to the skin color or make the shade darker, anything to increase the contrast.

Posted by: Nystre Nov 4 2009, 12:15 AM
QUOTE (Glukom @ Nov 3 2009, 11:01 PM)
The jagged lines are pretty much non-existant now, it looks really good there.

The hair kind of blends in with the skin, though. You should either outline the hair as when it's next to the skin color or make the shade darker, anything to increase the contrast.

Don't completely outline the hair from the skin though, as it tends to give a look of pillowshading.

Posted by: Kevin Rudd Nov 4 2009, 12:24 AM
I like it if not a bit too flat chested, granted, I like anything that isn't crap on the Art Board...

So, take this as confirmation that the art is not crap.

Posted by: Mrs. Aforcer Nov 4 2009, 12:45 AM
user posted image

Does this fix the problem at all of the hair and the skin blending?

Posted by: Bacteriophage Nov 4 2009, 01:22 AM
Yes, actually. Though bear in mind it does change the style quite a bit.

You're doing a fantastic job for someone new to it.

Posted by: Mrs. Aforcer Nov 4 2009, 01:32 AM
QUOTE (Bacteriophage @ Nov 4 2009, 01:22 AM)
Yes, actually. Though bear in mind it does change the style quite a bit.

You're doing a fantastic job for someone new to it.

The change was sort of intentional. I tried it out for a brief moment and ended up kind of liking it, so I went with it.

Also, clothes:

user posted image

user posted image

Posted by: Nad Nov 4 2009, 08:21 AM
Ah, the shading on the clothes is much better than it was before, that's great. Changing the face/skin color does make him stand out compared to how his face was very identical to the sprites of yourself first time. I like the progress on it!

Posted by: rtsmarty Nov 4 2009, 01:06 PM
i think i prefer the eyes as rectangles rather than circles

they looks a little empty and lifeless like that.

maybe user posted image

idk maybe you can think of some better way to make them unscary looking or maybe you just want them to be scary looking


i also think the back of the hair looks a little unnatural. i don't know why honestly but it just looks off :c sorry i can't really help

Posted by: Mrs. Aforcer Nov 4 2009, 01:19 PM
QUOTE (rtsmarty @ Nov 4 2009, 01:06 PM)
i think i prefer the eyes as rectangles rather than circles

they looks a little empty and lifeless like that.

maybe user posted image

idk maybe you can think of some better way to make them unscary looking or maybe you just want them to be scary looking


i also think the back of the hair looks a little unnatural. i don't know why honestly but it just looks off :c sorry i can't really help

I'm going for the "lifeless" kind of look, though; like, I, personally, really like it. It's something between cute and a little scary.

Also, no, your recommendation looks far too... animu for my tastes, sorry.

Yeah, I admit the back of the hair does look a little awkward -- probably because it comes off as looking really stiff and "chunky," if you will. Again, though, it was a stylistic choice that I don't think I'm going to change.

But the input is appreciated nonetheless.

Posted by: Tri Nov 4 2009, 02:19 PM
IT'S HORRIBLE


HORRIBLY BETTER THAN anything I sprite, that is!


But um, seriously. You doin' good from what I can see!

Posted by: Mecha the Slag Nov 4 2009, 02:49 PM
I liked the eyes in the first version better

Posted by: Raie Nov 4 2009, 03:37 PM
QUOTE (Mecha the Slag @ Nov 4 2009, 12:49 PM)
I liked the eyes in the first version better

^

I can't really pinpoint why, but I like the head/hair on the first version a lot more than the second version.

Posted by: Project_MK Nov 4 2009, 05:30 PM
The only thing I don't like about any of the sprites you've posted in this topic is on the Medaf sprite, the shading under his hair is cold, and that makes his skin look cold and slightly metallic.

Posted by: Dex Nov 4 2009, 10:40 PM
I hope you don't mind, but I took the time to do an edit of your sprite.

First let me say that you are doing a great job at what you're doing for such little experience. Most people start with recolors, and here you are, making game sprites!

Alright, first of all, my edit:

user posted image


user posted image

I changed some big things: The colors. The hair colors were great, no need to change a thing there, but the rest of the colors were desaturated and boring. Liven things up a bit! :]

I added AA in places that need it- I also tried AAing the outsides for fun, but remember, this would only work on darker bgs.

I also recommend working on a grey or neutral background, because that way you can choose colors that aren't too bright or dark by comparing them with the neutral.

I changed the shading on the pants and the shirt; tried to give them a better texture while staying simple. I also altered the stance a tad, to give it more balance. I changed his eyes back to how they were previously, I believe, with some added definition. I also changed the shading in various places and tried to use the white on the hair to give a slight hair texture without being overly complicated.

I hope this helps! You're doing a good job, and I want to see this become even better. ;D

Posted by: Mrs. Aforcer Nov 4 2009, 11:22 PM
Dex, as much as I appreciate your input and the edit you've made, I feel you've completely changed the style of my sprite. While the colours are things I'll consider changing (later) to improve the contrast/value, I preferred the flat, doll-like style of the original.

I do understand the concept of texturing and (somewhat understand) the concept of AAing -- not doing them, though, was a choice, and a choice that I intend to stick to. I feel your critique, while valuable in its own way, delves a little too much into completely changing the style as opposed to fixing things to fit the style.

Also I'm really not too keen on what you've done with the hair. I trust that you've seen my art before, and if you know how I render hair, you'd know that I like to keep the hair in solid "chunks;" I feel what you've done here is render it more stringy and containing individual strands. I can to that, I just choose not too. I think the "chunky" hair looks stylistically cuter.

And I like cute things.

Don't get me wrong -- what you did is great and has wonderful textures, but... it's not what I'm going for, really. I don't mean to make this sound like a cop-out, but I want C&C that respects and helps the style I've already conceived, not changes it completely. I'm sorry, I hope you understand.

Posted by: Dex Nov 4 2009, 11:27 PM
I honestly don't see how it changed the style that much, I just made it smoother and gave it a bit more depth, something sprites normally aim for

It's fine if you want to go on with what you have, but I personally find that 'flat, dull' style overused and typical in sprite styles these days.

Adding AA doesn't CHANGE something's style, it just takes away the jaggies- which make the sprite look kind of blocky, something I'm normally against


But don't get me wrong, I understand why you wouldn't want to do everything I suggested, but honestly, I don't really see a style yet... maybe if you'd done about 3 or 4 sprites in this style or done animations, maybe, but at this point, a little overhaul and smoothening wouldn't hurt, if you're going for eye pleasing graphics.


!~

Posted by: Mrs. Aforcer Nov 4 2009, 11:31 PM
I already changed the colour of the skin, and I may AA it a bit later.

Admittedly I'm not incredibly well-versed on how to AA though -- is there some tutorial or something out there on how to do it that you can hook me up with?

Posted by: Dex Nov 4 2009, 11:34 PM
http://gas13.ru/v3/tutorials/handmade_antialiasing.php

gneeeeeeeef

also, if you don't change hardly anything, at least consider giving the knees a highlight so they stand out, it's kind of cute :3

EDIT: oh oh, and I hope you weren't intending the 'banding' to be part of your style, because it gives sprites an awful appearance on backgrounds

Posted by: Glukom Nov 4 2009, 11:38 PM
Anti-aliasing I think could help this a lot, I can't see a reason why you wouldn't want to use it unless you were going for something really, really stylized, which probably you shouldn't be right now.

It'll really only improve how this looks.

Posted by: Mrs. Aforcer Nov 4 2009, 11:39 PM
QUOTE (Dex @ Nov 4 2009, 11:34 PM)
http://gas13.ru/v3/tutorials/handmade_antialiasing.php

gneeeeeeeef

also, if you don't change hardly anything, at least consider giving the knees a highlight so they stand out, it's kind of cute :3

EDIT: oh oh, and I hope you weren't intending the 'banding' to be part of your style, because it gives sprites an awful appearance on backgrounds

Danke.

I will see to that, after I make some other small tweaks I've been meaning to make.

By the by, I'm curious on your thoughts about doing a ~2px thick black outline on all the sprites; I personally thought it'd compliment the style rather nicely, you?

"Banding?"

Posted by: Glukom Nov 4 2009, 11:41 PM
QUOTE (Mrs. Aforcer @ Nov 5 2009, 12:39 AM)
"Banding?"

Shading directly along the outline. Generally looks pretty ugly.

Posted by: Dex Nov 4 2009, 11:44 PM
http://www.wayofthepixel.net/pixelation/index.php?topic=5556.msg66232#msg66232

banding essentially. if you look it up on pixelation further you'll find more info.

and hm, it would probably work. you could aa the edges easier, and make the sprite smoother in general. honestly, you're a good artist, i don't see why you don't want to make this as pretty as can be! then you can say your first sprite was a success ;D

Posted by: Mrs. Aforcer Nov 5 2009, 12:29 AM
Holy --

user posted image

I'm retarded! How the heck do you sprite running!?

Posted by: Outrage Nov 5 2009, 12:42 AM
try something like this, maybe?

user posted image

Posted by: B.M. Nov 5 2009, 12:44 AM
QUOTE (Mrs. Aforcer @ Nov 4 2009, 10:29 PM)
Holy --

user posted image

I'm retarded! How the heck do you sprite running!?

i like the colors in this one the best!

as for the animation, just try starting off with two sprites that are going to be several frames apart, and then work back to connect them
setting the end point seems to help

Posted by: Nystre Nov 5 2009, 12:50 AM
QUOTE (Mrs. Aforcer @ Nov 4 2009, 11:29 PM)
Holy --

user posted image

I'm retarded! How the heck do you sprite running!?

http://www.manningkrull.com/pixel_art/tutorials/walking.asp


you're going to have to use a lot of frames for a sprite that size


edit: if you don't want it to look like shit, anyway


animating sprites is no cakewalk

Posted by: Xgoff Nov 5 2009, 12:51 AM
QUOTE (Nystre @ Nov 4 2009, 10:50 PM)
http://www.manningkrull.com/pixel_art/tutorials/walking.asp


you're going to have to use a lot of frames for a sprite that size


edit: if you don't want it to look like shit, anyway


spriting is no cakewalk

that has to be the most flamboyant site ever

Posted by: Mrs. Aforcer Nov 5 2009, 01:37 AM
user posted image

Hmmmm...

Looking for more critique on the legs specifically. I know the upper body needs some work.

Also, Nystre, thanks for the link.

Posted by: ChaosEmerl Nov 5 2009, 01:40 AM
QUOTE (Mrs. Aforcer @ Nov 5 2009, 02:37 AM)
user posted image

Hmmmm...

This looks much better, but maybe make the left leg not go as far forward, cause right now it's hard to distinguish between the two legs. Looks like s/he's just moving the same leg forward over and over.

Posted by: Mrs. Aforcer Nov 5 2009, 02:00 AM
More hmmm:

user posted image

Posted by: Nystre Nov 5 2009, 02:04 AM
Do your feet glue to the ground when you walk? :B

Just saying, you need to lift the feet up, and not just one or two pixels


Also, you should never use motion blur for walk/run animations.


edit: Unless it's like, SUPER FAST DASHING animation

Posted by: Xgoff Nov 5 2009, 02:17 AM
the hair flicking is augh

the bottom needs another frame's worth of a transition

Posted by: Mrs. Aforcer Nov 5 2009, 02:35 AM
Last update for tonight:

user posted image

Medaf said the last version looked like a zombie and advised I space out the arms a bit.

Also, Xgoff, tried to fix the hair -- your thoughts?

Posted by: Thingy Nov 5 2009, 03:32 AM
Please do not use motion blur for running, it ruins it a bit.

Posted by: Xgoff Nov 5 2009, 03:35 AM
QUOTE (Mrs. Aforcer @ Nov 5 2009, 12:35 AM)
Last update for tonight:

user posted image

Medaf said the last version looked like a zombie and advised I space out the arms a bit.

Also, Xgoff, tried to fix the hair -- your thoughts?

better!

Posted by: Mrs. Aforcer Nov 5 2009, 03:47 AM
QUOTE (Thingy @ Nov 5 2009, 03:32 AM)
Please do not use motion blur for running, it ruins it a bit.

God, you asked so... so... politely...

I actually feel, like, obligated to do so now...

Posted by: Nystre Nov 5 2009, 03:53 AM
Just fyi it's a general rule in spriting to not use motion blur unless it's literally to convey incredibly fast speed, usually attacks. Even judging by the FPS the animation here is going at, there should be no motion blur.

Why is this? Because it looks ugly and lazy.



The reason spriting requires more precision is because unlike traditionally drawn animation you can generally edit the previously made sprites, and even if you don't there's nowhere near the level of detail required that is required in traditional art. As such, when making a sprite, unless you do everything by the rules (Since it's impossible to "mess up" a sprite to an irreversible state) it just seems lazy.

Posted by: Shawn Nov 5 2009, 12:08 PM
motion blur looks ok during overexagerated attack animations, like in fire emblem.

for something like running, its just weird, like sonic the hedgehog running.

aside from that, these are super sexy and youre already better at animating me ;_; but then again, youre older and in college.

Posted by: Thingy Nov 5 2009, 12:14 PM
QUOTE (Mrs. Aforcer @ Nov 5 2009, 09:47 AM)
God, you asked so... so... politely...

I actually feel, like, obligated to do so now...

Sorry, I was gonna follow it up with some C+C but I was rushing to go.

Here's a little diagram for easy (cartoony) running.
user posted image

If you see, it only uses the extreme frames, and does not blur inbetween, try something like this.

Posted by: Shawn Nov 5 2009, 12:30 PM
QUOTE (Thingy @ Nov 5 2009, 12:14 PM)
Sorry, I was gonna follow it up with some C+C but I was rushing to go.

Here's a little diagram for easy (cartoony) running.
user posted image

If you see, it only uses the extreme frames, and does not blur inbetween, try something like this.

user posted image

im just gonna post the run anim from when i was trying to remake medas ice cream world(and i just realised i lost the game with my computer sad.gif((( )

im not so hot at animating but it should help with basic leg movements. its good to look at fighting game sprites too.

Posted by: Thingy Nov 5 2009, 12:38 PM
QUOTE (Shawn @ Nov 5 2009, 06:30 PM)
user posted image

im just gonna post the run anim from when i was trying to remake medas ice cream world(and i just realised i lost the game with my computer sad.gif((( )

im not so hot at animating but it should help with basic leg movements. its good to look at fighting game sprites too.

I could have posted a complete run animation, but Mrs.A's still a beginner, so I chose a simple but effective one.

Yours looks real nice, but would be hard for someone new to replicate.

Posted by: Shawn Nov 5 2009, 01:25 PM
since when does being new mean anything. shes already showing acceptable skill and better than majority of people here who have been making MARIO TILESETS every year for like 6 years.

shes showing enough potential to be able to do some damn fine animations :V

Posted by: Mrs. Aforcer Nov 5 2009, 02:26 PM
Started working on replacing the blur frame.

I'm thinking this will be able to replace it quite nicely:

user posted image

What do you guys think?

I'm also going to tweak the hair a bit to make it less jerky, but right now I need to go to work. Carry on with the C&Cing, though, it's much appreciated.

Posted by: El Huesudo II Nov 5 2009, 02:51 PM
The lighting on the hair makes it look like plastic...

My take on it would be:

user posted image

Just a thought.

Posted by: Mrs. Aforcer Nov 5 2009, 02:53 PM
QUOTE (El Huesudo II @ Nov 5 2009, 02:51 PM)
The lighting on the hair makes it look like plastic...

My take on it would be:

user posted image

Just a thought.

QUOTE
Also I'm really not too keen on what you've done with the hair. I trust that you've seen my art before, and if you know how I render hair, you'd know that I like to keep the hair in solid "chunks;" I feel what you've done here is render it more stringy and containing individual strands. I can to that, I just choose not too. I think the "chunky" hair looks stylistically cuter.

And I like cute things.

Posted by: Sploder Nov 5 2009, 03:05 PM
We'd really have to see what it looks like in the animation to really be able to tell. Though, a blur usually replaces two or more frames, not just one. It could still look good, but we gotta see it in context first.

Posted by: Mrs. Aforcer Nov 5 2009, 03:15 PM
QUOTE (Sploder @ Nov 5 2009, 03:05 PM)
We'd really have to see what it looks like in the animation to really be able to tell. Though, a blur usually replaces two or more frames, not just one. It could still look good, but we gotta see it in context first.

Understandable. I was going to put it in the context of the animation before I left, but I ended up being almost late for work just to finish that sprite.

user posted image

Specifically comments on the leg movement would be nice. I'm working on the "flickiness" of the hair right now.

Posted by: Nystre Nov 5 2009, 08:50 PM
alter the shading on the legs a bit, right now it looks like the same leg is coming forward each time. The actual movement is pretty nice though.

Posted by: Mrs. Aforcer Nov 5 2009, 08:52 PM
QUOTE (Nystre @ Nov 5 2009, 08:50 PM)
alter the shading on the legs a bit, right now it looks like the same leg is coming forward each time. The actual movement is pretty nice though.

I did.

But I guess I'll have to even more.

Posted by: Nystre Nov 5 2009, 08:58 PM
it's all about contrast

Sure, you may have edited them a bit, but they're not contrasting enough

Posted by: Glukom Nov 5 2009, 09:13 PM
QUOTE (Mrs. Aforcer @ Nov 5 2009, 09:52 PM)
I did.

But I guess I'll have to even more.

A nice trick you can also try is editing each leg so that, even though they should be going to the same spot, make slight edits to make which leg is going out and which one is going back a little bit different.

Like, when the front leg goes in front, maybe make it go a little higher then when the back leg goes out. Right now it looks like they were copied frames, with edited shading to distinguish each leg, which isn't enough sometimes, especially in a fast animation like this one.

Posted by: Mrs. Aforcer Nov 5 2009, 09:17 PM
QUOTE (Glukom @ Nov 5 2009, 09:13 PM)
A nice trick you can also try is editing each leg so that, even though they should be going to the same spot, make slight edits to make which leg is going out and which one is going back a little bit different.

Like, when the front leg goes in front, maybe make it go a little higher then when the back leg goes out. Right now it looks like they were copied frames, with edited shading to distinguish each leg, which isn't enough sometimes, especially in a fast animation like this one.

Clever, yet simple.

I'll try it, thanks.

Posted by: Mario Gamer Nov 6 2009, 03:08 AM
I think it's a very neat style that came out well...

Posted by: ~Dimentio~ Nov 6 2009, 01:03 PM
I like it, I love the style.

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