Need some analyse on my sprite animation work

  • Thread starter Thread starter patataboy
  • Start date Start date
P

patataboy

Guest
Hi everyone,

I'm currently in the mood to make a new version of SOR, but I would especially like to reshape some of the characters' patterns as they do not appeared smooth enough for my taste

I will try to regularly post some of my SOR Char edit and I would like you to tell me what I could improve or what seems wrong ... working too much on the same animation tends to make you lose some objectivity about what you are doing.

So feel free to give me your impression

But keep in mind that this is my very first animation project so there are lots of things I do not know ... yeah a noob, so be as specific as can be on your critics


First I will submit two animation sequence of Shiva

Shiva standing
It normally has 3 patterns, I ended up with 8 (still need to work on the sleeves, legs and correct the belt movement) the idea is to have a smoother cloth animation (inspired by ken dogi movement when in his humpy standing position in SFIII)
ShivaStand.gif


Next is a double kick combo
It includes his flame Ura Kakato Geri and his fierce front kick. I did not change the flame kick animation yet, but completely remodeled the front kick animation (did not like the original ugly soccer kick feeling) adding some speed effect on the kicking leg (needed to keep the idea of speed when adding patterns), completely changed the arm position for a much natural looking.
Shivadoublekicktestgif1.gif



Beginning of his rush combo (first 2 punches of a 6 hit combo)
Still a lot of work on the pants moves, hair and belt
ShivafastUraken.gif



Ok, that is all for the moment.

Give me your impression about this and what you think need to be corrected.


Thanks
 
French! I was sure.

Bienvenue mon gars, je suis plus dans le sprite que la prog, moi aussi. :)

About Shiva stance:
-I suggest giving really light move on sleeves ant top outfit (he don't move a lot / in comparition with SF3 Ken)
-His left pectoral need to be in "shade / shadow" when revealing by the "wind"
-During the frames he moves up, hit top outfit should have at least a minimal move to make it smooth.

About the kicks:
-That's right his initial kick was kind of soccer-ish (un coup de pied de fouteux) with his straight leg during it. lefting the knee before the kicking was a right choice. IMO, there is nothing to change on it! :D

I like the idea to make anims more smooth.
I do it on every character I do.

Just don't over-do it, you certainly already know how it's time consuming and pleasant at the same time.

Keep it up :)
 
nedflandeurse said:
French! I was sure.

Bienvenue mon gars, je suis plus dans le sprite que la prog, moi aussi. :)

About Shiva stance:
-I suggest giving really light move on sleeves ant top outfit (he don't move a lot / in comparition with SF3 Ken)
-His left pectoral need to be in "shade / shadow" when revealing by the "wind"
-During the frames he moves up, hit top outfit should have at least a minimal move to make it smooth.

About the kicks:
-That's right his initial kick was kind of soccer-ish (un coup de pied de fouteux) with his straight leg during it. lefting the knee before the kicking was a right choice. IMO, there is nothing to change on it! :D

I like the idea to make anims more smooth.
I do it on every character I do.

Just don't over-do it, you certainly already know how it's time consuming and pleasant at the same time.

Keep it up :)

Salut

Yeah now that you said it ... it looks like the pectoral grows up like a boob ... how come I missed that. Need to correct that quickly!
And about the sleeves, I said I need to fix that in the comment ... and fix the belt too
You are right about making the upper part of the dogi to move a bit during the going up part too.


Thanks for the help. I knew I came to the right place

By the way did my crappy English gave my French side away?  ;)
 
patataboy said:
And about the sleeves, I said I need to fix that in the comment ...
What I mean is more "don't make it move too much" :)

patataboy said:
By the way did my crappy English gave my French side away?  ;)

I'm not that good in english this is our "foreigner english"
It's more about "tournures de phrases" and your patata-name  :D
 
Quick edit on the sleeves just to get the idea (need to polish that a bit).
The sprite should have updated itself on my previous post

For putting some moves on the upper part ... still have no idea how to do so
 
Good edit!

For the top of dogi, you can edit a bit the shades, only few pixels so the eye don't focus on it.
You must know when a character is highly animated and some parts seems to be stable, the eye concentrate on it...
 
nedflandeurse said:
What I mean is more "don't make it move too much" :)

Right, got it

nedflandeurse said:
I'm not that good in english this is our "foreigner english"
It's more about "tournures de phrases" and your patata-name  :D

Mais ouais ... mon pseudo. Non mais quel boulet!
 
Yes, that is the whole idea of making a sequel, I go with the idea that most of them have some new skills and do new moves.
About new characters ... I don't know yet as I'm not the original designer, my choice for a new character might be a little off.
But unfortunately some character might disappear as i don't have good feeling with them (Zang and Skate) but if I get carried away with remaking the game, I might work on them and put them back in the game.
 
I think ned hit the nail on the head, as I said in the other thread that kick looks superb, very fluid and more satisfying to look at. As for the stance I feel the top half of his gi is moving way to much, that would more suited for his jumping frame, tbh I don't think his gi would move much if at all considering his stance is calm, I'd reference makoto's animations here seeing as her taunt is about as calm as shiva's stance.
 
You are right, I though about Makoto's dogi moves but i can't find a good sprite rip

Thanks for the kick praise  ;D
 
:o :o :o

Wow thanks

Edit :

The more I'm playing SOR and other fighting games for inspiration the more I think about some extra features ... bonus games, a bit like Art of Fighting, a bonus game that gives you a bonus after, like new move or more lives or bigger life bar, or anything else ..., anyway, something that might slightly make you change the way you will play in the following levels depending on which bonus you achieved to get.
It is just a though.

And I will check in the script if there is a possibility to set two tracks of music for a level, because as much as I like The original songs, I always keep in mind all the action movies that SOR might be inspired from, starting with Bruce Lee's movies, to Jackie-Chan or Van-Damme, anyway, movies from the late 70's to the early 90's, and some of them have great battle songs (can't imagine better tune than Game of Death main theme from John Barry to fight the last boss, or the warriors baseball fury chase theme for a rush level). So the idea is to have different sets of tracks that can be chosen in the audio option menu like : Original, Original Remixed (like SORRemake V5), Movies
 
I'm not the person to ask about coding precise effects since I suck at understanding openBOR logic.  :-\

But, I can assure, what you're talking about is perfectly possible.
A mod have been done in the past, and it has 3 soundtracks you can choose by the menu screen.

Basically it's a copy of levels code just with a different ".bor" music.

Perhaps there is a less memory consuming method to do it, but as I said. I'm only a spriter/artist. ::)
 
Yeah ned's idea would be easiest, make copies of the original levels with the music changed.  Then in levels.txt create a level set for each music type.

example -

set Original
file data/levels/set1/level1.txt
file data/levels/set1/level2.txt

set Remixed
file data/levels/set2/level1.txt
file data/levels/set2/level2.txt

etc.

This would make the mod very large thou with all the music files.
 
Yeah it will make the file too large.

I think I will check how the difficulty level variable is stored and used, see if I can create one that would be my song selection for each level.

I did not look into scripting yet so that is based on pure assumption.


But like one of my programmer friend once told me ... as long as scripting is possible and variables can be made so many things are possible.
Every one here is pleased on how flexible and powerful OpenBOR is, I think I will pout that to the test with the music.

But that is still not my main focus in here so I'll go back to making sprites for now


See you guys  ;)
 
Beginning of his rush combo (first 2 punches of a 6 hit combo)
Still a lot of work on the pants moves, hair and belt

ShivafastUraken.gif



Ok, that is all for the moment.
 
too much like guy IMHO, I think his original combo works better. Animation looks pretty damn good though.
 
guy is clearly the inspiration (that is the closest character to shiva for me) but the funny thing is that I used Fei long SFAlpha sprite as a base.
The rush combo I saw for shiva so far, are from The mods made buy SORMaker and it start with too big straights ... straights are slow compared to jabs or uraken but more powerful so I don't want to open my combo with power but with speed, the hooks will be coming after and they will be included in the special rush combo (Axel type) not the normal one

As for my rush combo, it starts with two uraken ... so it is bound to look a lot like guy.

Even if I put my animation for a animation analyse and not pattern choice discussion, I still like to get others feeling about my choices, so thanks for the input Mr.Din, I really appreciate.

Ok here is what it looks like when put together, even if it is not the actual final combo as those kicks are stand alone attacks (so the transition will be strange too)

animationtest1.gif
 
By the way does someone knows what is the time between frames in the original SOR, because my animation has 70ms between frames

I hope I can tweak animation speed in OpenBOR (30fps means 33ms between frames, that gives me a big margin to make it smoother, even if I'm not looking for something as smooth as SFIII, but close to it, I don't see myself making more than 1000 frames for each main characters)
 
Back
Top Bottom