Legend of Iya. Bearos walk cycle. :: Pixel Art Detail

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Legend of Iya. Bearos walk cycle.

Legend of Iya. Bearos walk cycle.


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Pixel Art Details


Title: Legend of Iya. Bearos walk cycle.
Pixel Artist: DarkfalzX  (Level 4 Mercenary :: 2813 points)
Posted: 7/3/2007 9:52:16 PM
Frames: 14
Palette: 16 colors
Statistics: 45 comments :: 96 favorites :: 0 avatars

This is a rather elaborate walk cycle I made for one of the enemies in my WIP game. I am sure it's far from perfect, but at this point I'm more than sick of looking at it... therefore I'm calling it done.
Hope you like it.

Top Pixel Art - July 2007 (#3)Top Pixel Art - July 2007 (#3)

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DraKenZ (Level 1 Seaman) at 7/13/2008 3:48:59 AM
Nice moving fluidity!

schifers (Level 1 Rookie) at 6/12/2008 10:15:22 AM
Oh god... Your work just look amazing...

saggiofilosofo (Level 1 Rookie) at 6/4/2008 5:01:27 AM
Impressive!

Morgengrauen (Level 2 Quiet One) at 12/14/2007 3:17:06 AM
the animation of his walkcycle is soooo damn good. like his heaviness and the funny way he moves his mouth.

LeJourVert (Level 1 Rookie) at 11/11/2007 1:09:05 AM
I like the really heavy feel, you can see the weight of the hammer and of the character with the way he moves. The animation is kind of choppy but, it could be said that that fits with the same theme.

maintrix (Level 1 Rookie) at 9/10/2007 8:19:12 PM

hey can i use it for an university work? don´t worry I just wanna show it like an example for game developers, I gonna give you credits, maybe use a mock up, please answer me early than you can do it.

I need your mail but you don´t put it on your profile. Sorry my English I hope you understand me


st0ven (Level 1 Intern) at 8/31/2007 2:01:52 AM
ugh, this is just sex. you finally got it man. i remember back like 5 years ago, compared to what youre doing now, we were just drawing stick men and stick twigs and stuff.  I dont want to crit the motion to the degree of adarias or anything, i can see what hes saying for sure, i for one love the exaggeration on this particular character though.

BlingShyne2 (Level 1 Rookie) at 8/6/2007 11:03:51 AM
This is incredible, I would lose my mind. Faved.

Drako (Level 2 Corporal) at 7/26/2007 2:04:22 PM
Oh! This is beautyfull!

chess (Level 7 Colonel) at 7/16/2007 2:21:28 PM
cute, smooth, toony, WITH BLACK OUTLINES great animation... goddamn.... I love it!

Sleepy (Level 1 Depressed) at 7/10/2007 11:01:51 AM

The feet are a bit cut off, but great detail/animation


DarkfalzX (Level 4 Mercenary) at 7/10/2007 8:00:27 AM
Ptoing
That's what I kept telling my programmer.. but since this is being developed as a demo pitch, using homebrew tools, and if picked up will have to be recodded from scratch
, he doesn't wanna bother writing a 2D-3D engine. Bummer.

ptoing (Level 6 Made) at 7/9/2007 4:22:39 AM
Don't ell me you are actually using the 2D engine on the DS to make this. Use the 3D engine, for heavens sake. Just map stuff onto flat quads. You can have bigger sprites, you get free rotation and scaling as opposed to only a certain number of sprites at the same time, you can have more background layers with 3d planes and so on. It is 1000% better. You also do not have to worry about shit like doublesize sprites.

Pukeko (Level 1 Thug) at 7/8/2007 9:25:46 PM
You're a star, what else can I say? I'm mighty impressed...

Adarias (Level 7 Colonel) at 7/8/2007 9:27:26 AM
having things move suddenly is good, it adds wight.  having things move jerkily is bad - the eye cannot follow the motion and spends the next several frames reorienting.  do this several times per animation and you get something very difficult to look at.

the frames im specifically talking about are 4-5, 10-11, and 14-1, when things (mostly arm and head) suddenly jerk (not fall or spring) into positions that they will animate around for the next few frames, and then jerk again.  Fix these transitions and it will be perfect.

DarkfalzX (Level 4 Mercenary) at 7/7/2007 10:28:31 PM
Thank you very much guys for all your kind words and constructive criticism.
Adarias - I don't quite agree that the jerky parts of the animation actually detract from the sense of weight, in fact I think they emphasize it, as a person (or a bear: ) would have to gather all their effort into one quick jerk of a movement under so much load. I do agree with your point about the hammer grip - unfortunately, the sprite is 64x64 (hardware limited on DS), and I already spent too much time on it just to redesign it. I will try to work out the grip problem in the animation that will really matter - the attack one.
As I said - this is far from perfect... but it already took me too long to do: )

Adarias (Level 7 Colonel) at 7/7/2007 5:26:00 PM
it's a little funny how there are maybe 3 distinct timeframes where it is animated very smooth, but between any of those 3 points it jumps like a crazyperson in a way that really adds jerkiness instead of life or weight.  Also, if you have space in the box, i would extend the length of the hammer's haft so that he has a better grip on it , large crushing weapons like hammers and axes when used in battle are held much closer to center than you'ld think, with the off-hand clasped lightly  where the weapon hand is currently gripping it.  Even a typical hammer or hatchet is held farther up.

what that doesn't take away from is the great design, pixelwork, and overall presentation of this piece.  It's really ace work.

Ro83rt (Level 1 Jukyu) at 7/6/2007 11:50:18 PM

make him ATTACKKKKK

 


Necky (Level 1 Rookie) at 7/6/2007 2:59:14 AM
WOWZY! Utterly amazing! FAV!!

Zhou9 (Level 1 Rookie) at 7/5/2007 6:09:31 PM
It seems that his step facing towards us is heavier than the other step. You could make his head droop more (or what it's called). Personally I'd much rather have a smoother step, but it's probably not what you're going for.

CircleOfTheDarkOnes (Level 2 Flatfoot) at 7/5/2007 2:31:06 PM
You win the internet.

ptoing (Level 6 Made) at 7/5/2007 1:51:35 PM
I dunno, imo, there is not enough attention on really good keyframes and it's overanimated.

Hoopla (Level 1 Jukyu) at 7/5/2007 12:11:44 PM
I love you style man. When will your game be done?

ZeroFive1 (Level 5 Rokkyu) at 7/5/2007 12:08:01 PM
Amazing.        

The B.O.B. (Level 11 Master Assassin) at 7/5/2007 11:38:17 AM
Damn, DarkfalzX. You're animations are so technically sound, and well animated to boot! I hope to reach this point of awesomeness of animation prowess in the future...

ICG (Level 1 Thug) at 7/5/2007 8:58:53 AM

So Freaking Cool!! I wanna play the game really bad!


rajkosk8 (Level 3 Private Eye) at 7/5/2007 7:21:16 AM
genius!!                 

1sT (Level 1 Thug) at 7/5/2007 4:51:55 AM
WOW! freaking awesome!

iLKke (Level 7 Mass Murderer) at 7/5/2007 2:08:10 AM
Really good stuff!

jamon (Level 8 Marshal) at 7/5/2007 1:27:36 AM
WOW! great!       

Opacus (Level 6 Yonkyu) at 7/5/2007 12:43:51 AM
I want to play this game NOW.

jalonso (Level 11 Godfather) at 7/4/2007 5:44:36 PM
The weight of it is flawless. The imperfections in game play will never be noticed...I vote finished, awesome and faved.

alkaline (Level 6 Yonkyu) at 7/4/2007 10:37:34 AM
best animation i've seen in a while. so much detail animated so well...even little things like the armor clanking with every movement. i do agree with the feet, it could be tweened better.

Faktablad (Level 6 SWAT) at 7/4/2007 8:44:30 AM
Superb weight, motion, everything!

7even (Level 6 Hitman) at 7/4/2007 7:42:38 AM

Yes, it's not perfect. Yet, an excellent job, so fluid and so detailed. I'd like to see part of the hammer 'wood' in his hand though.

7/7


Nightmare Maker (Level 3 Enforcer) at 7/4/2007 6:32:26 AM

wow.

The way the shiny reflection goes right and left in his armor is perfect!

5/5+fav'


soda (Level 9 Vice President) at 7/4/2007 6:29:28 AM
Whoa, that is awesome.  Fav. 

rabidbaboy (Level 4 Shichikyu) at 7/4/2007 5:10:01 AM
Reminds me of those pig things from Legend of Zelda (I forget what they're called, but something that starts with "M"... Mobsters, something along that line...)

It's a great walking anim.

Dr. Morph (Level 1 Rookie) at 7/4/2007 3:54:31 AM
Wow, great lighting!

zeid (Level 2 Hired Gun) at 7/4/2007 2:44:10 AM
Well if I was going to be picky and critique this I would have to say; with the positioning of the legs and (rather nice) expression of weight he appears to be dragging something heavy rather then supporting his giant hammer. But really this is awesome, I really like how the armour looks and moves, the pieces pulling apart and back together with his motion looks really great and characterful.  Beautiful style and beautiful piece!

Labbe100 (Level 1 Thug) at 7/4/2007 2:33:40 AM
Exelent 3D volum effect, chara design and colors...strong !

Womped (Level 3 Hatchet Man) at 7/4/2007 1:31:06 AM
@Christopher: The lack of outlining on the bottom of the feet is a spriting technique used to make dudes look more grounded.

@DarkfalzX: It's a great walk cycle, but the back foots movement seems really erratic and confusing.

drZool (Level 6 Serial Killer) at 7/4/2007 1:03:21 AM
Stunning! 6/7 and fav!

Setzer (Level 8 Cannibal) at 7/4/2007 12:17:47 AM
frames 12-13 are entirely too big of a difference in where the feet are, IMO. it almost looks like the foot disapears and reapears during those frames.

Christopher (Level 5 Killer Klown) at 7/3/2007 10:41:42 PM
This is def one of my favorite walking cycles, the feet seem kinda cut off though.

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