First I would like to specialy thanks "Just no point" for his time in PM. I decided to open my galery to not harass you anymore haha ! The HDBZ team gave me lot advices to improve my style in order to make my sprites more HDBZ. Thx for that. I am still learning and trying to improve.If you would like to know more about me :I began with mugen for 15 years now, I began with Low resolution sprites and I decided to move on High resolution sprites for years (I will show later).I know the basics of coding and even if I enjoy that a lot, I don't have the time to be good. I love to eat snail.I follow HDBZ project since the begining, and well, everybody knows that this game is a big success, the gameplay is truly amazing. For fun I decided to sprite again in low resolution and I was very surprised to appreciate that a lot.Constructive feedbacks would be very appreciate, you can find the evolution of my work here.One month ago :Tried to adapt my style one month ago (I put intentionnaly my sprites with no modification)I met the HDBZ team and try to improve lot of things in my work : lightsource, color, lines and so on.New Kid Buu concept (With HDBZ help)I did others sprites (1 week ago) to practiceAn animation with HDBZ team feedbacks (not finished and still in improvement):A sprite of perfect Cell I did today :Cheers !Djoul
Oh boy! The sprites are amazing! Kid Buu improved a lot and I love the new version !I think Imperfect Cell, Capt. Ginyu and Perfect Cell need some retouches but I've never tried the style myself so I can't give you enough feedback They're still good though
Thanks Hades ! Cleary Imperfect Cell and Captain Ginyu needs some improvement, they were done one week ago.Perfect Cell was done this morning, I enjoy to draw him a lot.
Woohoo glad to see you open this up! Can't wait to see more Kid Buu! Keep on practicing, you're doing great!
Good luck with this! Sprites look good, they need some tunning but they are in the right direction.They are way better than my first attemps at the style thats for sure!
Thanks guys!I did a new sprite, I tried to increase a little bit the size of the hands as requested in private.This sprite should be use for an intro called "Awake from a long sleep" A strange punch concept is in progress as well.
Your Kid Buu sprite design has to be the best one I've seen in the sprite style so far. It looks very in style and pretty expressive looking as well, just as he should be. Great work.
Some pretty big improvements in a small amount of time! He's pretty much nailed the style now. It looks way better than my early Super Buu sprites.
It's like I didn't even lend a hand in shading the sprite (not correctly, but that's not the point), the first Djoul sprite was my overhaul, he took it and changed a few pixels and now everyone thinks he made that.
First of all, who are you?! We know, Alex. We know. I'm sure that those who paid attention didn't forget what you did (it was a huge improvement).
I'll have to join in on the mspaint ideas after Piccolo is released. I am pretty pumped I may get to code a Kid Buu (Gotenks will still get coding priority of course no fear on more delays everyone)
Thx for the nice words.Indeed Alexsin and thank you ! Barker's sprites helped me a lot as well.Some very nice ideas Iced I like this kind of concept.Here a strong/strange punch concept with a nice range. I tried to create it like a snake attack.
nice job so far! that punch animation doesn't look bad, but it lacks of impact. I would get rid of the fifth (or fourth) frame. Also it would improve a lot adding some movement at the antenna thing
Hello Nico,Yes am totaly agree, I tried to add more frames but it gave me the feeling that my punch was no powerfull. So if I understand well : I remove a frame and I will check for the antenna movement during the day.OriginalWith one less frame
Lovin your kid buu stuff While i think its really nice, the startup frames seem a bit oddProbably needs to be a bit tweaked but it should look something like this
To be honest, I'm not a big fan of that punch.- The body movement conveys that he is pulling back the stretched arm (and therefore should probably follow a punch that is more exaggerated & that has a proper anticipation of the actual punch)- The weight of the animation should be placed on the front foot (the right one - spriters view) and his hip and body mass should also move towards that- Having him look the other way is weird I think
I agree with HQ. The snake like anim of the arm itself is good but the body movement is all wrong. You won't be able to take shortcuts on attacks by keeping the body static and the same as his stance.I can sketch out keyframes of how the body would move better for this. You should combine this anim with the frame of the sSP your pmed me earlier as that frame conveyed the weight and momentum well.
I see ! And I have to say I am agree, I will check for something like the Hyper dimension move, the position of the body will be more adapted.I go for that ?
hyper dimension anims werent that dynamic, you are probably better off just sketching something up and avoiding a lot of copypasting when makign new moves.Think of animation as being a rubber band if you pull the body one side and then release, the motion should go throughout the whole form.
Yep I will do that I need my wife to imitate the move I have in mind for the poses ^^ I will do it later and comeback with a prototype.Air dash foward :
You've probably seen these gifs before, but HQ and Alex have both made versions of this punch.Take note of the way his hips and knees bend.
Thx Barker ! Actually I am trying something a little bit different (I don't like to copy ). For the moment it's seems to be not too bad. I will show you tomorrow.But I am not stubborn as a mule , if you don't like the result I will take that move as a base.
The animation is good. I think the shading when the extended arm is quite odd. Be careful because his pants get bigger and his shading changes drastically. The axis is wrong (I know it's just a GIF) but it might help you to see the mistakes.I edited the axis so you can see it better (I hope you don't mind):Spoiler, click to toggle visibiltyI think his arm should look more like this. I noticed that his right (our left) shoulder looks odd too, shading wise.Keep it up
Too many parts of his body are just moved around too. You won't be able to take many shortcuts trying to imitate this style. Also for that punch to look good his body needs more snap. Currently it looks like he's reaching high to grab something off a tall shelf.
Thx for your coms ! So if I understand, the punch should looks like more like the sprites you show me above (final pose) ? And the legs need more movement.
Try to work from HQ's version (the top one I think), it seems to be the better one to base it off of. It actually feels more like a stretchy punch that carries impact.Or if you want, redraw the poses in the aforementioned version to match what you did with Kid Buu.
Ahhhh the original site is dead!!!Thank you wayback machinehttps://web.archive.org/web/20161013140311/http://art-eater.com/2010/07/test-1-darkstalkers/Read and study this Djoul!
I really don't have much time these days, but this quick "fix" (the legs and some other stuff needs more work) should help you find some possible improvements:Always try to envision how the limbs would move back to the stance to make the animation fluid.Also, watch out with the shading jumping between sprites.I also made the punch straight forward because against Gotenks or smaller Characters it might not hit. Could be on purpose though too
Thank you all, let's take the time to do a cool anim for him. I just want to show the progress before I go to sleep. I just finished this sprite, I like it ! Your snake sprite is coming Just no Point !It's not finished of course, but the begining of the animation seems to be interesting. Maybe I will add an other "snake" frame before this sprite to make the move more like the anime. And I will finish by the recovery frames tomorrow.Good night !
There is something really bothering about a good part of the animations in there, and that is how his arm and chest look so pillow shaded. Pillow shading in pixel art is when the brightening of the sprite is coming from the center, rather than a natural lightsource direction, which is pretty bad, and you should avoid causing it to happen:And speaking of the lightsource, his abdomen area seems to be getting way too much light, despite not being overly exposed to the lightsource, which I would expect to be coming from above. Here's a quick fix:
It also appears like the 'airhole' on his shoulder is always centered. When he's winding his arm back like that the airhole should move to the outside (our left).Keep putting in the work though. It'll all come naturally soon.
MotorRoach said, December 08, 2016, 10:13:11 pm, rather than a natural lightsource direction, thanks, that's the simpest and most efficient way to say why pillow shading is/looks bad that I have read in all those years.
That's very nice looking. Just wondering, shouldn't his face get a bit of more light on top of it, since his head is looking upwards?
I think the jump needs two more frame. It looks good though! One before his arms go all the way down and one before his arms go all the way up.Nice looking jump light kick frame. He should have another just like this where he does the same kick but with the other leg. Jump LK, LK@daeron: can you give an edit to his SP he made earlier and show him better how that could flow?
Warning, very quick edit, expect lots of jagged and twisted pixels:Sprites themselves look very good, thou you need a bit more experience in animating.Some very quick tips and vaguely explained on how to improve:-Faster movement means less frames, and slower movement means more frames The main probelm with your punch version, is that the motion of the punch traversing to the hitting zone had to much unncecesary frames, making the punch feel slower and without impact force, a basic fighting game attack usually has 4 stages: Prep time, launch, hitting and recover, the launch is usually the fastest meaning it needs less frames, thats where we usually put the blurred effect.In animation, blurs are usually used to convey a movement so fast that even a single frame can not capture.-Keep track of movement arcsPay attention to individual body parts and how they progres from one frame to another, in your gif, notice how his punching hand in the first frames, goes from stance position to being directly above his head in the very next frame, this is to much of a jump, so i added another frame in my version where you can see the hand traveling from those 2 positions.-Keep track of the floor try to constantly overlap your sprites to see if the feet jump positions to much, i usually do sketches of the moves and animate them before finishing the polished sprite, i make the adjustements before shading, once you feel the move has good flow and rithym you can shade it, its easier that way and you dont waste work.Finally, become familiar with the 12 concepts of animation, there was this artticle about darkstalker animations, but i cant find it anywhere, the link is broken here is an example:Spoiler, click to toggle visibiltyGreat work and good luck!
The site is dead. I linked to it from herehttps://web.archive.org/web/20161013140311/http://art-eater.com/2010/07/test-1-darkstalkers/I'd advise you save the site!Thanks for the quick reply Daeron!
Wow Thx for that, very good adjustement, the anim looks much better. I understood your feedbacks. I will check the adjustement tomorrow and I should have several questions. Good night !
Ok so here the result with Daeron help ! I will do my best to think about your advices in my future animations.Regarding the frames, actually I thought that the coder could adjust the number of ticks per frame to make it more "brutal" and more impressive.See you soon !
looks great, but you should add some transition frames from the point where he starts to shout, it's kinda jarring seeing him yell within only 1 frame, and its a static one that moves around.
Thx ! Actually I am affraid to lose the dynamism if I add this transition. I will make a test tomorrox.Regarding the last frame it's only to show that the environnement shake. This will be added with the code.
Djoul said, December 25, 2016, 11:24:30 pmThx ! Actually I am affraid to lose the dynamism if I add this transition. I will make a test tomorrow.No not really. If anything, it's not dynamic at all. I don't even feel the anticipation before the blast. It's like dynamite that suddenly goes kaput.Djoul said, December 25, 2016, 11:24:30 pmRegarding the last frame it's only to show that the environnement shake. This will be added with the code.To be fair, that looks nothing like an environment quaking, just some small vibrations.Try this. I added 2 more frames, played around w/ the speed, and exaggerated that quake a bit. Have a comparison too: || Djoul F.R.O.S.TSee the difference? Nothing was lost, dynamism and anticipation can now be fully seen in the animation. All it took was a couple more frames.Too many frames can be a bad thing, but sometimes, an extra frame can make it better.Aside that, do you plan on doing somethign with these Kid Buu animations? They hold potential!
Yeah indeed it's better! I Will definately add more frames with your sample.Regarding my animations, we will see ! But yeah I feel motivate.
I feel you should make his body move a bit when he's moving backwards: there's no lower body movement and it looks like his upper body is being rotated (I know it's not), it's like it's bound to some sort of pivot point.
Thx guys, I will consider your feedbacks and make some test soon. Here the energy charge, I just pick up the effect in the piccolo Sff to have something behind him. I changed a little the palette.
Energy charge should just have little dust fx coming from when he hits his chest IMO. No smoke like super Buu and no energy aura. While charging he can take 1 hit and the 2nd will make him fly off while still beating his chest. He'll still be charging meter but he will charge slower
I see! Good idea! Do you have an example of this effect (maybe from super buu ?) it can help me a lot.
Super Buu uses steam. I don't have it on hand but the effect will be easy to find. Just a small dust effect is all it'd need.
Okay, I will check the effect later.I improved the scream intro this morning. Several things were changed : body movement, arms movement, new frames, little things on the head for more expression.I think I will do an other kick now.
Looks like the lightsource for his pants is on the left, not above. Keep track of where his knees are, that's a spot where light usually catches.
Looks more like an air grab tbh. He doesn't put a lot of momentum into the swing and his hands are even looking like they are grabbing.
Haha I tried to do a slap actually I can turn this move like a air grab and after that he bites the opponent. Just an idea after I read your com
Don't be focus on the lightsource on that test, I will correct all the pants soon.I Just try something to increase the movement and make it more "punchy". He will have a better range too.The hands have been changed to make it like a punch.(Thx Aumio Kahn)
Hello DBZ Fan!I am fixing several things on my previous anim. I will show you the results soon.A Win concept:
Hello hello !Yeah I will do my best to make him funny and crazy.Here some progress, I add more movement on the legs for a bigger impact and correct some light source.I am finishing a air kick (should post today the anim) and the win pose, next animation will be the run animation.
Oh and a more classic Win pose. I will make the animation later I like his monkey face.edit : I just finished the funny Win Pose
Djoul said, January 14, 2017, 09:25:51 amHere some progress, I add more movement on the legs for a bigger impact and correct some light source.Now (talking about the pants) in some frames it looks like the light source is on the right instead of being above.You know, you don't have to put light if there shouldn't be any, it's not mandatory to do that.
I will wait more feedbacks for the lightsource on the pants for that anim. Indeed it seems I put too much light.Run animation in progress.
The lightsource clearly needs to be fixed on that animation. The direction of the light affecting the pants seems to randomly change as he attacks. One thing I would also do is make him bend himself forward some more, in order to exaggerate the posing of the attack and make it feel more convincing. Exaggeration is actually a pretty important principle of animation, so I recommend you look at this video to get a better grasp of how it works: https://youtu.be/HfFj-VQKiAM
Thx for the feedbacks²!I keep the idea of exagerating a little bit the bending of the body to increase the impact (actualy I alrealdy add exageration but I can certainly add more for this frame !), I will also correct the lightsource on the pants. It was difficult for me to visualize how the light was going for these positions. But for now... RUN KID BUU, RUUUUUUUUUUN!
Nope I didn't know about the status of this project, and I thought it was not in progress. The style of the sprites is really different and it's difficult for 2 spriters to work together on a same character. Good luck for this project !
Djoul said, January 15, 2017, 04:15:04 pm that run is big buu run on small buu body , I dont think it really works because their bodies are way too different and they have different weights. The same pose doesnt work for a smaller body.Maybe something like:orHeres a cool suggestion for a walk( might not work with his small body)
Hey there!Thx for your suggestions Iced! I am trying to find a cool walk too, I haven't find something interesting at the moment...Regarding the run animation, and to be honest this is maybe my favourite animation at the moment, I spend so much time on it xD The pose was inspired here, I haven't check the Super Buu's run before.They are different in opinion, even if the arm pose is quite similar. (by the way I like your kid animation on the left)Regarding the walk I am agree that your animation should be very good for a character with a big weight, and tall.Why not something like this ?https://www.youtube.com/watch?v=8NkLyuLeH9E (@14,18-14,20)Tell me what you think Right now I am on the hit animations. I will wait for the walk animation until we found a cool concept.
Djoul said, January 17, 2017, 05:33:52 pmNope I didn't know about the status of this project, and I thought it was not in progress. The style of the sprites is really different and it's difficult for 2 spriters to work together on a same character. Good luck for this project !I was going to send you a pm asking you to join forces , but i think this is your answer and that run is to similar to super buu run the light sources to my eyes is same or based on and that don't fit kid buu body i thinkgood luck
Anyway I will test something different, I always listen feedbacks. I like one example of the Iced's suggestion. I need to see if it can be nice with a Sprite.Zero, don't take it personal, your style is very different (I don't say bad) , the props are different and it's difficult for 2 spriters to join force for a one character project. I am glad you show interest I will keep an eye on your monkey as well, thank you.
I dunno if its just me and Rarity, but I think you might want to make Kid Buu's upperbody arch more forward when running, like Super Buu.Unless the intention is as what Sudden Rarity said, then fine, but if not, you might want to look into it.EDIT: Also, the pec doesn't look like a pec. Look at Super Buu's chest area in the run animation and see how its drawn there.
Iced said, January 25, 2017, 01:52:30 amYou asked for a relaxed walk cycle and I found this and thought you could use it.Very nice concept I like it I am on the hit, when it will be finished I will check for the walk animation.Thx
Hi guys ! Sorry for the lack of news, I didn't have lot of time to draw this little monkey... Lot of work..I am doing the hit animation of Kid Buu, first animation :
Loooool no no, I just didn't have enough time but I am still alive and motivated. ^^ But you know... life !
Walk in progress with your suggestion Iced ! When I will have something with enough progress I will post the anim for feedbacks
Wow, hadn't caught this thread before. Awesome sprites and animations.If you're looking for an easy way too add character and a little flavor to his run animation, perhaps you could give him a wicked, open-mouthed grin like he has in the image you posted with Buu's different forms. Did a quick edit just to illustrate the idea: Spoiler, click to toggle visibiltyAlso noticing a fair amount of banding in a lot of frames. That's a pretty common habit that you'll want to break. Lastly, my only other thought would be to let your imagination run wild. Remember, Buu can bend and deform. I see you have him stretching a lot for attacks... maybe have his fists morph into different objects (spikes, hammers etc...). Things like that go a very long way towards adding personality to your character.Anyway, excellent job so far. I'll definitely be following this thread!
Nice mouth ^^ And thx for your feedback !Ok guys, the legs movement is soon finished, I am really hesitating for the top of the body.Solution 1 : Sprite on the leftMovement with the arms and the body, it can be interesting but I am not sure it will be a funny walk.Solution 2 : Sprite on the rightIt's an idea I got today, the idea is to do something like "Look who is the strongest booooy".Small movement on the arm and the head tail.What do you think ? Please keep in mind that the sprites are not finished, it's only to show the purpose, I have lot of corrections to do.I like the option 2 idea...Thx for your opinion!
Well, you can use the sprite on the left as his walking forward, where he could wave his arms Back and forth in a funny way. The sprite on the right, with some ajustements, it could work nicely as his walkback, where he could be slapping his hands against his chest like a gorilla.
Hey!Yeah I think you are right, the first pose is maybe more natural for a foward walk, I will go for that, it's more like the Kid Goku example.So, first step, some changes :I will come back with an animation progressThx
Cool, yeah I hesitated a lot to do that, but my wife told me that I will loose the "military fun" aspect of this anim, like the goku gif.But I can certainly try if you want!
Djoul said, March 20, 2017, 11:28:17 amCool, yeah I hesitated a lot to do that, but my wife told me that I will loose the "military fun" aspect of this anim, like the goku gif.But I can certainly try if you want! a compromise woudl be to cahnge the shading without really changing the shapes.
Djoul said, March 20, 2017, 11:28:17 amCool, yeah I hesitated a lot to do that, but my wife told me that I will loose the "military fun" aspect of this anim, like the goku gif.But I can certainly try if you want! but buu isn't military at all, you should make it so he looks like he's barely holding back his unhinged nature
Long time no see... I opened my photoshop yesterday to make a try on Alucard for fun. One of my fav manga character.