Comments: 16
UngluedPlayer [2015-04-23 18:13:37 +0000 UTC]
Really cool character man, your work is awesome
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darkzero779 [2014-03-30 22:54:04 +0000 UTC]
i have got to see a tutorial or process video of a sprite like this in such flent animation...
I never seen a flat colored sprite have this kind of animation,maybe due to seeing 8-16-24-32 bit sprites being more to so like metal slug cuz of the shading colors...
Metal slug sprites have some nice animation thanks to sup pixel animation(moving the colors of a sprite like small sprites in order to have movement without looking stupid)
cuz i mean,srsly,I like to make my sprites soemtime have that movement,when im makeing their flat colored work...well done
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VinVulpis In reply to darkzero779 [2014-04-02 20:22:12 +0000 UTC]
Welp, I do work in several layers, but I layer it by body segments and things with secondary motions. I find it easy to keep track of consistency this way, so I make sure that even most of the parts not being seen on the layers, still looks good in each frame. I start out in a traditional fashion though, I Keyframe all the most important frame in the animations, and then work on all the in-betweens, slowly narrowing in on as many frames I can squeeze in to look smooth. I just don't redraw the whole sprite, only the parts that need changing, tiny bits at a time.
I outline on color at the same time in my process, since I mostly just redraw and move the parts that need it per-frame.
I plan on shading this work much later on, but I'm focusing on getting a a few characters playable before I worry about the extra pretty work. I want them functional first. I plan on shading in additional layers on top of the flattened sprites. 3 shades and one highlight, like I show here on Jeibu's game portrait vinvulpis.deviantart.com/art/J… .
People are starting to ask my to make some kinda videos about my process, so I just might start arranging to do that.
Thanks, by the way!
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darkzero779 In reply to VinVulpis [2014-04-24 16:41:20 +0000 UTC]
YEs please do that! Id like to see em..
and I see...kinda confusing for me to read since im not a very techica detail reader...but I kinda am getting what ya mean
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Amyroses21 [2014-03-27 02:33:41 +0000 UTC]
That body movement, hands and tail swishing, all are animated very fluidly!
It must be very difficult trying to make this move so smoothly, so much great details!
I applaud you!^^
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VinVulpis In reply to Amyroses21 [2014-03-29 00:34:22 +0000 UTC]
Thanks a bunch!
It's just very time consuming at times. Since I'm doing these animation in just simple flats for now, it comes along a lot faster though. Much later on once I have these characters playable, is when I'm gonna worry about the shading.
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Amyroses21 In reply to VinVulpis [2014-03-29 10:23:29 +0000 UTC]
No problem!^^
I see...Good luck with your animations!!
I am hoping to see how it will turn out, i want to play the game!XDXD~~^w^
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VinVulpis In reply to Amyroses21 [2014-03-29 11:38:12 +0000 UTC]
I already do have something playable, but it requires gettin the MUGEN engine setup aside from that. It's just a character download. The character isn't full finished on the currant download available. (and I seriously gotta update my site.)
elecbyte.com/ Has the engine.
www.carbunkleuniverse.com/Shad… is the character in Beta-3 (a lot of his moveset is being tweeked and modded though for his "finished" release.)
Once I have enough characters put together, I'm gonna make my own screen pack for the engine and have a packaged download, but that's a while down the road yet. x.x
Thanks again though.
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Amyroses21 In reply to VinVulpis [2014-04-19 02:50:16 +0000 UTC]
OWO....wow that's cool!
Thank u so much.
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skittlefuck [2014-03-25 22:38:30 +0000 UTC]
Agreed, that tail swish is a killer!
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VinVulpis In reply to skittlefuck [2014-03-29 00:35:05 +0000 UTC]
Tail was definitely the most time consuming part of animating this.
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VinVulpis In reply to MrGreenface [2014-03-29 00:35:53 +0000 UTC]
Thanks! And yeah, the tail was the most time cosuming part of doing this. Funnily enough, the tail usually is on a lot of these.
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