On your animation, he moves more like a paper puppet. He needs some more fluid movement. Currently he looks like he is doing a scissor kick or having some type of episode. The arms have a decent range of movement, but the foreground arm has a bit shake that you could clean up by adjusting the frames. If you want to make it feel more natural, add an artificial joint at the elbow and cut the arm into two pieces with a layer of skin color to cover up the separation. You can do the same with the legs, but it will be a bit tricker since you are using a gradient fill color on the pants (see below about what you could do about the color usage).
The head has way too much swinging motion. Maybe lessen the amount and again, separate the head from the neck so you can give it some separate bobbing motion. Make the hair bounce a bit from the mid point to the tip. You could change the expression on the face as he runs. Maybe go from his excited look to a squinting of eyes and gritting of teeth as he is hauling butt.
The static wind gusts do not suggest quick movement when the character is animated. You could spawn these just behind MAX and have them zip off to the left of the screen similar to the grass. Although gradients, beveling and embossing look cool, they don't mix well with flat simplified imagery. If you want to add depth on a cartoon character go with tone shading (aka cel shading). This method simplifies the range of colors while retaining a level of depth. Lighter colors for you main focus colors and highlights and darker colors for depth and shadows. A good example is color usage in anime.
When you get to the final menu screen version, you may want to have it reflect upon the title of the game. Currently there is nothing dangerous looking about it, nor it there a cave reference. You could change this scene into a cavern with stalactites and stalagmites passing by with bats flying overhead (or any of the obstacles/enemies in your game). You could pimp it with some falling stalactite or cave debris.
@gyroscope@RP thanks a lot guys for some input, i made this animation in under 20 minutes so i will definitely polish it. and RP i totally understand all of ur points and agree with them completely, the main screen is in development, once i have made all the enemies, i will also put them in the bg. Dangerous Cave is a prototype name as im sure the name would already be taken, thats why i didnt put the cave otherwise the other day i was actuall
Hi guys, please comment on the animation, im thinking id rather have a beautiful static menu page with a few animations other than the main character and this animation would be for the in game character animation
@poorcollegedev im thinking id rather have a beautiful static menu page with a few animations other than the main character and this animation would be for the in game character animation
The animation in the menu looks not real. Work more on that! You should add that the body and the head are going a bit up and down so it looks much better! Look at that: http://www.idleworm.com/how/anm/02w/walk1.shtml it's perfect to learn!
@running animation.... the slight lag/jerk in that animation is because its in flash and i have kept it at high quality, otherwise its a pretty smooth running animation. This animation will be used on MAX which will be pretty smaller in size in game so it will look even better on a smaller MAX.
Comments
On your animation, he moves more like a paper puppet. He needs some more fluid movement. Currently he looks like he is doing a scissor kick or having some type of episode. The arms have a decent range of movement, but the foreground arm has a bit shake that you could clean up by adjusting the frames. If you want to make it feel more natural, add an artificial joint at the elbow and cut the arm into two pieces with a layer of skin color to cover up the separation. You can do the same with the legs, but it will be a bit tricker since you are using a gradient fill color on the pants (see below about what you could do about the color usage).
The head has way too much swinging motion. Maybe lessen the amount and again, separate the head from the neck so you can give it some separate bobbing motion. Make the hair bounce a bit from the mid point to the tip. You could change the expression on the face as he runs. Maybe go from his excited look to a squinting of eyes and gritting of teeth as he is hauling butt.
The static wind gusts do not suggest quick movement when the character is animated. You could spawn these just behind MAX and have them zip off to the left of the screen similar to the grass. Although gradients, beveling and embossing look cool, they don't mix well with flat simplified imagery. If you want to add depth on a cartoon character go with tone shading (aka cel shading). This method simplifies the range of colors while retaining a level of depth. Lighter colors for you main focus colors and highlights and darker colors for depth and shadows. A good example is color usage in anime.
When you get to the final menu screen version, you may want to have it reflect upon the title of the game. Currently there is nothing dangerous looking about it, nor it there a cave reference. You could change this scene into a cavern with stalactites and stalagmites passing by with bats flying overhead (or any of the obstacles/enemies in your game). You could pimp it with some falling stalactite or cave debris.
and
Hi guys, please comment on the animation, im thinking id rather have a beautiful static menu page with a few animations other than the main character and this animation would be for the in game character animation
http://www.teamwriters.net/dv/anim.html
The animation in the menu looks not real. Work more on that! You should add that the body and the head are going a bit up and down so it looks much better!
Look at that: http://www.idleworm.com/how/anm/02w/walk1.shtml it's perfect to learn!
Or just google that: http://lmgtfy.com/?q=walking+animation
Art is good but not perfect
Just my feedback
Good luck for the game
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Benjamin
Shot at 2012-07-06
Shot at 2012-07-06
Shot at 2012-07-06
Shot at 2012-07-06
Shot at 2012-07-06
http://www.teamwriters.net/dv/runfinal.html
This animation will be used on MAX which will be pretty smaller in size in game so it will look even better on a smaller MAX.
Any suggestions?