Attack Test Iso

Attack Test Iso


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Attack Test Iso



user
Title: Attack Test Iso
Pixel Artist: Adarias  (Level 9 Major General :: 13269 points)
Posted: 1/14/2007 5:33:01 AM
Frames: 11
Statistics: 63 comments :: 125 favorites :: 13 avatars

Trying to get a basic attack animation, and then apply it to a character, weapons, and armor.  there are some differences between the wrieframe and the end result, but the lower one is more 'correct'

C+C? animation is my weak point

Again the head Must remain statis because of the limitations of the way we have set up the game with hairstyles being interchangeable, which by itself has 120 frames without animation per hairstyle which is imo mad lots

Top Pixel Art - January 2007 (#8)Top Pixel Art - January 2007 (#8)

What do you think?

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avo (Level 5 Killer Klown) at 7/21/2010 11:12:49 AM

great character and animation 


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MagikSage (Level 1 Rookie) at 12/31/2009 4:07:17 PM

I love the stick man.  Very insightful on the inerbuilding a proper attack animation.


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eNerGi (Level 1 Rookie) at 12/18/2009 11:13:57 AM

Wow, this is niiice. Smooth and cool. I liked the colors. Very good sprite for games.


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architectus (Level 1 Rookie) at 9/11/2009 6:24:00 AM

Nice job. out of curiosity how many frames is it?


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Lordz (Level 3 Sergeant) at 9/5/2009 12:29:54 AM

Amazing!


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Hell's Sin (Level 1 Jukyu) at 8/1/2009 10:55:53 PM

 This is really nice, i'm planning on doing an RPG, I'd love to be as good as you.


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Pumpkinbot (Level 2 Peon) at 5/5/2009 4:51:43 PM

Hey, that's pretty good. I'm working on an RPG myself. X)


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Exquisious (Level 1 Private) at 4/5/2009 8:53:14 AM

Wow, awsome!


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theGemini08 (Level 1 Depressed) at 2/6/2009 12:44:18 PM
Cool animation!

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matthewcosta (Level 3 Sergeant) at 11/3/2008 7:26:46 PM
love it, i use it for my avatar :D

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[kirillko] (Level 1 Depressed) at 10/28/2008 6:50:15 AM
very nice ^_^

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DraKenZ (Level 1 Seaman) at 7/13/2008 1:04:30 AM
I love the knight armor...

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meiji1990 (Level 1 Gangster) at 7/2/2008 10:27:26 PM
Thx for the nice reference for that animation! =P

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yspark901 (Level 1 Jukyu) at 3/11/2008 5:11:58 PM

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DevonR (Level 1 Intern) at 11/10/2007 3:03:04 PM
interesting... I might actually try using a wire frame for some difficult animation.

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chess (Level 8 Shodan) at 10/13/2007 6:13:45 AM
it is a little bit like golden sun i think, isn`t it? that would mean it is really good. that animation is ace.

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q1w2e3r4t5y6uu7 (Level 1 Rookie) at 8/18/2007 2:31:45 PM

                                               very cool


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hoangxiao (Level 1 Rookie) at 8/6/2007 9:36:43 AM
 Great work

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the_power_of_rage (Level 1 Rookie) at 7/20/2007 6:32:27 PM

cool cool


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miky (Level 1 Rookie) at 5/28/2007 8:42:55 AM
Awesome! The animation looks really good, and everything moves realistically.

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Kaiseto (Level 6 Made) at 5/22/2007 7:25:24 PM
I think it looks superb. I could definitely see this sprite in a professional quality game. Very smooth.

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grim666 (Level 1 Rookie) at 4/5/2007 11:57:29 AM
How many frames 5? nice but I like white swords it makes a nice contrast with the background 4/5

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AndyOaks (Level 1 Rookie) at 3/5/2007 2:02:52 AM
Nice animation. The body is especially nicely animated.

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Das spiriter (Level 1 Thug) at 2/27/2007 11:14:12 PM
i loving it

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grave (Level 8 Marshal) at 2/21/2007 10:26:45 PM
To think that i once won the same award as this masterpiece :)

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Plunk (Level 1 Rookie) at 2/15/2007 11:11:09 AM
MOOOOOLTO BELLA ... ora cpisco come fate a realizare queste animazioni così fluide.

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pxlr_dan (Level 1 Depressed) at 1/21/2007 6:09:29 PM

Flawless except for the choppy animation when he brings his sword up again. Otherwise, sweet!


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nihilyst (Level 2 Flatfoot) at 1/21/2007 5:32:03 AM
Looks very good and realistic.

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Packrat (Level 7 General Manager) at 1/16/2007 10:53:50 PM
...-_-; oh my godness this looks like a pro job. Are you pro? If not, you should be.

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Stwelin (Level 2 Dealer) at 1/16/2007 7:33:05 PM
Mm, i'm too lazy to read, but the recoil on the sword does look a little choppy, sorta starts going back to normal, and then snaps back to it's original position. In any case it looks better than the FF Tactics animations. This is a pretty rockin' project. i love watching it grow.

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big brother (Level 9 Rear Admiral) at 1/16/2007 6:09:40 PM

Niggle - If you watch the sword blade it wiggles up/down before he brings it back for the swing. During this motion, his hand remains in pretty much the same place, so it looks odd. You could probably cut those frames out totally for a cleaner, simpler strike.

I like where you're going with this.


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Beaker (Level 1 Depressed) at 1/15/2007 1:30:55 PM
The two things that caught mine eye were the sword movement and the leg movement.  For the legs, it seems like when the sword is fully extended the character's left shoulder is almost behind his head, implying that his torso is facing southeast and twists to the west for his legs, which is just too much twisting for the body to do.  This may not be what was intended to be seen, but the fact that the shield's underside is shown seems to indicate to me that's what is happening.

The more important thing I see is the sword's movement.  With a fast movement like the downstroke of a sword, there is a lot of movement for an object in the animation between two successive frames, which you have shown, but after the swing there should be slower movement again, which doesn't appear to happen.  After the final swing frame, the sword just appears back near the person's side, and only from there does it appear to move slowly again.  As such, it gives an appearance that the sword is being swung and then snapped back which may not be what you want.  Some tweaking may be done for that, but there would only be so much one can do with a limited frame count.

Favy favy.

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Khris (Level 1 Thug) at 1/15/2007 1:08:12 PM
I guess I just read the sprite wrong when I was trying to explain that. I see that you did redraw for the most part, but the problem, regardless of what's causing it, is that it's not a very smooth transition between those frames.

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Adarias (Level 9 Major General) at 1/15/2007 7:23:07 AM
yeah that was my bad i looks at the url not the user
the last frame has a lot of problems as an idle frame because everything is still jsut a few pixels from being in the right spot.  i think i may remove it, too, saves me a few hours in the end if every character has one less frame.  that, or ill add a new frame in somewhere else, but i cant decide if it sdhould be added to the draw or the swing

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alkaline (Level 6 Yonkyu) at 1/15/2007 7:08:29 AM
i'm guessing you mean me - and what i meant was that the last frame would be the idle frame. if you think the sword is too low then that's fine though.

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Gunstar_Red (Level 1 Rookie) at 1/15/2007 6:50:43 AM
I love this it's wicked, animation is certainly not your weak point ;)

I love the wireframe in itself, imagine a pixel based game with wireframe characters, would be amazine, kinda like a pixel Res.

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Adarias (Level 9 Major General) at 1/15/2007 3:55:17 AM
ens - frame 1 is actually part of the idle, i can take it out if its getting in the way of the animation.  Th pause on frame 11 though isnt the way i want to go, if i were to remove any frame entirely, it would be that last one.  also, the character will never attack more than once at a time (only certain character classes can and the paladin is not one of them) which is why he goes back to idle.  i had a lowered sword in idle as you can tell from the wire, but i thought it looks wierd, so i raised it for that.
fak - i just looked at frame 5 again and christ, how did i miss that?  im not sure why i made it do that but you are absoultely right thats exactly the wrong place for the sword - i think its a result of the fact that until then i was trying to fit the whole thing into 48x48 and then moved the size up after rotating the blade to fit.  an adit will address this issue
khis - i understand exactly what you said except for like, what you are talking about (if that makes any sense).  the breastplate is drawn new each time except for between 11 and 1, so drawing it new again would look the same to me.  I will adjust the head though

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Khris (Level 1 Thug) at 1/14/2007 11:22:10 PM
The problems I saw with this animation were the movements of the head and the torso during the first and last few frames. Personally I thought the head slid around a bit too much and went out too much on certain frames. I tried to show that through this edit: http://pixelporn.talkingarm.com/khris/images/attacktest2.gif

For the torso, on frames 1, 9, 10, and 11, I think that you should redraw it so that it looks like it's properly moving with the rest of the body. The sliding method currently makes it look like the upper body is about to explode with all the jittering it's doing.

Currently, it looks cool and is definitely passable if you were to put it in the game, but those were just my nitpicks.

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ceddo (Level 6 Yonkyu) at 1/14/2007 9:46:53 PM
seakingelebit: that's his animated wireframe base for the bottom one haha.

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seakingelebit (Level 1 Depressed) at 1/14/2007 9:09:32 PM
the top one is kind of lacking well, a body, or is that magic holding her up? 

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seakingelebit (Level 1 Depressed) at 1/14/2007 9:08:23 PM
the top one is kind of lacking well, a body, or is that magic

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alkaline (Level 6 Yonkyu) at 1/14/2007 9:03:07 PM
mhmm, i see now adarias. i guess the only help i can offer is to make sure all objects move smoothly...don't get too ahead of yourself and leave too big of a gap in movement between frames. evenly distribute.

such as your sword, i can see your intentions, but i think the way to alleviate its movement would be to get rid of the first frame, and make the last frame 25/100 of a second instead of 5/100

the way it is currently moving is more than it needs to be. if you still want the sword to end up a little higher however, then still get rid of the first frame and increase the height in the last frame.

like so: http://imagehost.ensellitis.com/imagesv2/7015483571attacktest3.gif

hope that helps.

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Faktablad (Level 6 SWAT) at 1/14/2007 8:57:00 PM
Oh no, it wasn't based on any supposed knowledge of huge-sword combat, it just looks like the sword should be pointing further back when he's in the drawn-back position.  The wireframe's drawn-back position looks more like I think it should...I'm confused as to why you didn't follow your wireframe more closely in that regard.

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Adarias (Level 9 Major General) at 1/14/2007 7:44:15 PM
falk - forgot to answer yours - i was trying to show the metal glinting in the light as he angles it up, but does it look instead like a messup?
also, i can adjust the sword a bit, but i would need to look into the matter more.  so far as i know, western straight swords have always beens swung at around 120 degrees or further from the forearm except in hollywood where it's important to get both faces in the closeup.  if the observation is based on technique, ill look into making adjustments, but id need to see where that was coming from first.  not trying to be a jerk about it, but ive never heard of bringing the wrist back to deliver more power, all it would do is slide the blade longer against the target, for a cleaner if slower slice (like how when chopping meat, you dont bear down, you slide the knive along it) which is great for sabers, bad for straight swords which rely on more or less hitting a point so hard that the blade can wedge apart the connecting tissue.

killed - he steps back with his right, forward with his left, forward with his right, back with his left.  does that clear things up, or is it still visually confusing?

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Adarias (Level 9 Major General) at 1/14/2007 7:25:26 PM
thanks for the comments guys, there will be some tweeking and stuff before the end to try and address your concerns about the jumps and things, particularly with frame 6 (im going to try getting rid of the line first and extending it further to see if that helps)

alk - im afraid this is unpaid production quality, not ideal artistic quality.  it's slowed down so that you can see each frame, so in game it will be better, but i cannot add more frames than 10 and expect to bang out dozens of these guys in all 4 directions, especially when one attack animation is far from fulfilling what each of them needs: this guy alone needs standing, running, climbing, jumping, getting hit, attacking with a one-handed sword, attacking with a two-handed sword, attacking with a lance/spear, walking, kneeling, getting hit while kneeling, lying down, crawling, and a few other things - mulitplied by 4 of course and you see where this is going.  any ideas on how to improve within the existing 10-frame count?  even just pointing out what is buggy about it would be enough for me to try and fix the situation.

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cerealkiller54 (Level 6 Hitman) at 1/14/2007 5:16:28 PM
O     M     G... THIS IS AWESOME! KEEP IT UP!!!

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alkaline (Level 6 Yonkyu) at 1/14/2007 3:49:06 PM
overall it's quite buggy and jumpy. I suggest you bump up the framerate and add more frames, including fixing the movement of things. right now everything is moving all over the place and changing shape too erratically and quickly. a lot of it will probably be fixed by making it faster though.

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Womped (Level 3 Hatchet Man) at 1/14/2007 1:53:14 PM
Wicked awesome, Adarias. Looks like a pretty realistic attack.

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ceddo (Level 6 Yonkyu) at 1/14/2007 11:47:30 AM
z'omg!!! I always love your sprites, actually have your 'Partisan Tactics Battles' thread bookmarked! Everything is just perfect, except I think the sword slashes down too fast.. Maybe add another frame when the sword is up? favv.

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Faktablad (Level 6 SWAT) at 1/14/2007 11:38:41 AM
I like it very much, especially the the animation of he shield.  Only a few crits.

The shield seems to get a bit darker when he stops, in between swings.

His handling of the sword seems a bit weak, because the sword seems to be constantly pointing either perfectly sideways or diagonally down.  It's difficult to hold a sword straight out (that is, with your wrist bent down) and still have a strong swing, however that's what it looks like he is doing.

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ryumaru (Level 3 Private Eye) at 1/14/2007 10:53:21 AM

as soon as i saw the anim, i remembered the wireframe you showed me : D

the only crit i have is the sword seems pretty " jiggly" moves around too much.


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HMC (Level 5 Killer Klown) at 1/14/2007 10:50:42 AM
My mind is blown.

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Setzer (Level 8 Cannibal) at 1/14/2007 10:25:36 AM
Something about the sword swing (how there is a frame with the sword visible mid-way through the swing, makes it look like the swords stops for a half second) bugs me, but other than that I came.

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Scotteh (Level 1 Jukyu) at 1/14/2007 9:05:43 AM
Awsome, can I use it as my avatar?

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psycore (Level 1 Rookie) at 1/14/2007 8:42:33 AM
Really good and and very usefull indeed.

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Yaniv (Level 1 Gangster) at 1/14/2007 8:24:08 AM
This is truely a great animation. His movement is very smooth and correct.

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Liman (Level 3 Chief) at 1/14/2007 7:58:27 AM

Awesome!

Have to agree with the post below about the wireframe. Very helpful!


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Shawn (Level 8 Cannibal) at 1/14/2007 7:43:14 AM
Holy shit this kicks ass. I love it.

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KilledBySuicide (Level 3 Stalker) at 1/14/2007 6:52:37 AM
I am stunned, that is a great animation with a lot of life in it. Only thing that looks confusing is the foot placement,  it looks like he crosses his feet when he steps forward...

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Luca (Level 5 Rokkyu) at 1/14/2007 6:46:55 AM
omg!its great!fav

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Mrmo Tarius (Level 4 Button Man) at 1/14/2007 6:39:45 AM
This animation, complete with wireframe, can actually be very useful in teaching some stuff to inexperienced animators (like me)... Can't find no flaws too, didn't notice the head is stationary till I read the description :)
all in all, great work :D

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Toby (Level 3 Stalker) at 1/14/2007 6:11:25 AM
I can't find any flaws :( What platform is your game being made for btw?

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Badassbill (Level 9 Necrophiliac) at 1/14/2007 5:43:57 AM
The animation on the body is Great. There's alot of detail in the way they move.

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