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RileyFiery
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Quote RileyFiery Replybullet Topic: [WIP] Animating tiny player sprite
    Posted: 22 May 2013 at 10:31pm
Working on character animation for a project I'm on. I could really use feedback to push me in the right direction.

Here's my first rough sketch of a walk.


Here's an attempt at an idle breathing.


Here's some random character gear.
Bonus slime


Edited by RileyFiery - 23 May 2013 at 12:24am
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jalonso
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Quote jalonso Replybullet Posted: 23 May 2013 at 6:02am
All looks fine cept the sub pixelling effort. I know its a small area but I think for sub pixelling to work here you'll need to make the entire sprite sub pixelled. Of course if only the idle is sub pixelled and nothing else is then that pose could just end up reading blurry in gameplay so if you want to include that skill then maybe you'll have to sub pixel in all poses enough to be visually seamless. Frankly, I think this size sprite is not worth the extra effort :/
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Hapiel
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Quote Hapiel Replybullet Posted: 23 May 2013 at 10:10am
Aaa, get rid of the 'subpixel stuff'
If you zoom in you will always be able to see it, and I suppose that these characters wont be displayed at 1x?

Just be bold, make the breathing 1px big!

Here is a suggestion for the walking, though it was hard to fix the rythm: Redo the left arm, get rid of the highlight on the right (I understand why you put it there but it is unnecessary I believe) and add bounce :D

Oh, and I like the characters, they are cute!


Edited by Hapiel - 23 May 2013 at 10:10am
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jalonso
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Quote jalonso Replybullet Posted: 23 May 2013 at 12:37pm
Because sub pixelling is an attempt to create the illusion of half pixels (sub) then to use this technique the asset needs to be big enough to accommodate.
I'm sure it can be pulled of this small but I've never seen a successful one.
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RileyFiery
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Quote RileyFiery Replybullet Posted: 24 May 2013 at 11:41am
They'll be displayed at 2x. I know hardly a thing about sub pixelling since I can't find any tutorials, simple examples, or good explanations for it. I might forget attempting to make the sprite breathe, but I really wanted to give it a shot regardless as a learning experience using sub pixel movement.

I've edited the walk I was working on with (Hapiel) your edit as an example. I find it hard to animate these tiny guys.

Bonus lazy slime jump. (I need downward falling sprites, will make later.)

I'll attempt to animate the big guy in a bit.
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Numberplay
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Quote Numberplay Replybullet Posted: 24 May 2013 at 11:50am
It's jumping quite high for a small mass of goo.

Edited by Numberplay - 24 May 2013 at 11:50am
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jalonso
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Quote jalonso Replybullet Posted: 24 May 2013 at 1:27pm
sub pixelling is elusive and too few do it well enough. I've never seen a tut.
I can't recall now if its tremulant or that other cool guy but their gallery has some good visual examples....what is that other guys handle...hmmm
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crozier
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Quote crozier Replybullet Posted: 24 May 2013 at 2:48pm
Perhaps? http://www.pixeljoint.com/pixelart/66297.htm
As for critique, I don't really like how the legs are spread out that like (on all of your characters.) I also am not a fan of the (top left guy, and first 4 guys in the bottom rows)'s left arms. The black pixels are touching. I don't really like those king's crowns on your men either.
Still a great looking asset of little men+bonus slime.
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Hapiel
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Quote Hapiel Replybullet Posted: 25 May 2013 at 4:19am
The bounce is uneven. in the first half there are two frames which have a length of 50 milliseconds and in the second half only one. A tiny difference (30mm) but I could notice it with my bare eyes.

Also, I think he is going down too late. His legs are already wide apart and only the frame after he goes down.. It will feel more natural if he goes down when his legs are wide apart immediately!
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