Totally agree with Zaibatsu. Gohan has been working hard in his improvements to Ax's original sprites, and that previous comment from kfrteam was rude and unnecessary. When Gohan here had first posted the edits, I liked what I saw, and it gave people that enjoyed my release something that they were looking for, better sprites that would better represent the Hero of Time. I wasn't looking for anything super fancy, just improvements on the original sprites, and I am very excited to see how it all turns out in the end. Comments like kfrteam's can be very discouraging to new spriters, and provide little to no feedback to help the new guy improve.Gohan, don't be discouraged because someone decided to make a crappy comment on your work. If you need help working on the set, I'm sure there are people that would be willing to help by working on a set or two.
Your efforts are greatly appreciated man, don't let that post get on your bad side, you've got good input and feedback that you're applying and learning from, don't let that one bad comment bug you, keep up the great work dude! That comment was certainly unnecessary, don't let it discourage you, for a spriter that came out of nowhere, I really enjoy how you're fixing up the old sprites.
Damn....lol I mean like thanks a lot for the encouragement guys. Really means a lot. I'm actually legitimately touched. Honestly, it's a shame that there are some users like that, but then seeing other wonderful, honest, users like you guys who really try to push each other and encourage progression is just an awesome thing to see, truly. I have to admit, I was having some doubts about whether or not I'd be able to finish this all the way through, but screw that! Now I owe it to you guys to get this done.
I havent read all of these posts but I don't know if someone has mentioned this yet.Link is left handed.Yet he is holding his sword in the right?I know about when you jump over the enemy your sprites flip.but since p1 is standard to code.you should make it in his left hand.
Ryon said, February 04, 2014, 11:49:00 amI havent read all of these posts but I don't know if someone has mentioned this yet.Link is left handed.Yet he is holding his sword in the right?I know about when you jump over the enemy your sprites flip.but since p1 is standard to code.you should make it in his left hand.I didn't want to bring that up as the wii link was right handed (wii motion blah blah blah). So it's not out of the question for him to be right handed here.
Sorry don't kill me plz. I did not want to insult anyone.I know nothing in spriting but I have the right to say what I think?Because gohan must know what are thinking novice mugen fans and not only expert.
Don't stress too much about it. It's fine, you were only stating your honest opinion. Like I said before, just please take more consideration into how you post and be more mindful of what you say. I've made plenty of stupid posts like that before.
Okay so it's a weekend, gracefully depriving me of school temporarily, so here's the stance I've been messing around with. After finishing up Cloud, I decided perhaps it was time to step up my game a bit, and try and customize where I wanted joints to go. Here's how it's looking. Sorry BAKSLAY, I haven't edited the sword yet. However I did try to add upper body movement.Edit: Here's another version I made without the legs moving along with the sword and shield.
much better now we just gotta fix katana syndrome with that sword there as it was able to be swung at any angle.
Okay so I tried to even out the sword a bit, but it's angle makes things a bit hard to tell. Here it is.Sped it up a bit too.
In real life our feet don't slide . The feet should stay in the same place (they can move but not slide like that).I'll show you how later (maybe, I don't know).---I'm not proud of this edit because I messed up something.But if you want it here it is:I edited a bit the knees and the boots. When animating don't cut'n'paste a lot, try to redraw it. I saw that you moved the left (your right) leg inwards but it should just bend more, so that the boot stays in its place.
Damn dude, that's quite an improvement! I did think there was something that still needed to be bent, but I figured it wasn't anything too important enough to edit. Looking at it now, I'm grateful you showed me. I'm a little skeptical on just some of the angles, so I think I'll try and tweak your edit a little, if that's cool with you. You're right though, I really oughtta do some of this stuff more manually.Snakebyte said, February 07, 2014, 08:11:20 amHereI was trying to explain how to improve the shading on the interior muscle lines on the background arm, but it was easier for me to just do it.I killed the transparency by accident but it should be easy enough to fix.Lol damn, this marks the second time someone's come along and shown me up with a stance! Jeez, maybe I should hand this stuff to you guys! ...Joking of course, but thanks a lot.
The stance looks better than some previous versions, but it still looks silly, because he's not breathing or looking ready... he's just standing on his toes. Try to imitate the stance yourself in front of a mirror, I bet you'd feel silly too!Having a bouncy jumpy type stance works well for certain characters, but it makes much less sense for an armoured warrior with a sword and shield (besides, for a light/bouncy stance you'd probably want the character to stand on the ball of their feet, never really touching the ground with their heels). In Link's case I think it would look a lot more convincing if his feet were firmly planted on the ground, and he was just breathing, possibly shifting his weight back and forth a little.It looks like they basically got it right in Smash Bros, so no need to reinvent the wheelThough I would say that for a conventional 2D fighter you might not want to exaggerate the bounce as much as they did... it's more warranted when the character is tinier on a big open field than in a typical fighting game environment, I'd say.Lastly perhaps the biggest issues with your animation is that every part of his body moves perfectly in sync, and it seems like the movement all starts in Link's hands and feet. In reality all human motion starts in the torso before travelling down the limbs into the extremities. You should always try to emulate this by having hands and feet move a frame or two after the shoulders or hips for instance. In this case if Link moves his hips up and down in his stance, that should delay the motion in his upper body a little bit, delay his upper arms a little more, and delay his hands and weapons a little further. Observe how Link's sword and shield bounce independently of his body in that Smash Bros animation.bluh ok I did not intend to go on such a rant, this late night caffeine is doing things to me
Jiggeh, I sincerely appreciate the criticism and while I agree with you on Link not naturally being a jumpy character, he's clearly shown doing so in SSB melee and if I remember right, Brawl too. Even Ocarina of Time depicts him bouncing when he's locked on to an enemy. As for the facial expressions, there's not much I can do because his face his already serious. I plan on giving him various facial expressions in his intros and winposes, so that when he puts on the current face, it's serves as a better indication. Finally, I made some of his parts like his shoulders move by themselves, and rearranged the order of his frames a bit. It's not much, but I don't intend to spend all my time on the stance. From the beginning, my main goal was to touch up the look of Link's sprites to make them represent him more accurately. However since his original stance was so awkward, I didn't mind taking it upon myself to tweak it substantially. Considering how much progress has been made from the start, I'd say there's been serious improvement. I'd really like to move on to other parts of this char, as I've spent quite some time on his stance alone, but if you really consider it that big of in issue, I'll see what I can do later.