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Pan-tosser



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27th May, 2010 at 23:52:42 -

Finaly found some time to rework the movement on kid fritz. I think the arm movement is much smoother this time.

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Marko

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28th May, 2010 at 05:21:45 -

Miles better - much more fluid this time round

BTW, that site was very helpful indeed for me!

 
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tetsuya_shino



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29th May, 2010 at 11:36:51 -

I like the last version a lot more also. Although, if you ask me, his left arm should be as dark as or darker then his left leg. The reasoning is that it's the furthest limb in the background. Well, that's just how I'd do it anyways. Keep it up!

 
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Pan-tosser



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1st June, 2010 at 04:30:40 -

Good point. It's hard to really know about the color. Because the last gif wasn't done with web safe colors. But on my computer the pants look dark red and the shirt is brown. But on my brothers computer the whole pic is washed out.

but I should probably try some better colors. Right now I'm painting up a backdrop for him. Games really are more the environment than the sprite.

 
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Pan-tosser



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5th June, 2010 at 21:10:22 -

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here is a update to my walk cycle. It includes him activating his powers. His powers are like the green lanterns. He can change them into many things. The only probable is I haven't thought any more weapon transfromations for him.

 
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Eternal Man [EE]

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6th June, 2010 at 11:38:50 -

I think the animation is very good, however, I feel the sprite itself to be quite jagged in the outline. Are you using a solid black outline, a very dark hue of a color, or some anti-aliasing?

 
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Pan-tosser



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6th June, 2010 at 13:23:10 -

I draw and paint with my tablet at 400 px in photoshop elements 4. I resize to about half. than I definge. after that I select the whole layer and use stroke mask to outline it. The stroke mask isn't set to anti-aliasing but could be.

If I was to anti-alias how do I keep white spots out of my edges. Which is why I definge the anti-aliasing in the frist place.

 
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Eternal Man [EE]

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6th June, 2010 at 14:11:56 -

You do it by hand pixel by pixel, frame by frame, softening the outline.

The first step is to clean up the outlines, a clear concept of that shows in the following tutorial (part two); http://www.derekyu.com/?page_id=221

After that you can use a dark grey hue to replace certain pixels in the outline where it fits, like ninety degree corners and stuff. It really cleans up the picture!

EDIT:

I used a frame from the animation and "cleaned" it up in two steps.
The top one is the original.
In the second one I have cleaned up a few rough edges and scrap pixels, plus tried to smooth out the outline with one single shade of dark red/brownish.
In the bottom one I made a few minor adjustments and tried to smooth things out a bit more.

Image

//EE

Edited by Eternal Man [EE]

 
Eternal Entertainment's Code'n'Art Man

E_E = All Indie


...actually Ell Endie, but whatever.
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Pan-tosser



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6th June, 2010 at 18:47:02 -

I'm quickly moving my eye from the clean up than back to mine. I really do notice a diffence.

Got any more tips.

 
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Eternal Man [EE]

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6th June, 2010 at 23:57:17 -

Well, personally I don't use pitch black outlines that much except for VERY dark bits. So my only real suggestion would be to try and have the outline in a dark shade of a color that fits the character.

I made the black parts of the outline from my clean-up dark red, and the lighter shade of the outline in a brown/red tone.
Personally I think it smoothens the character out, have a look!

The one on the left is the original.

Image

//EE

 
Eternal Entertainment's Code'n'Art Man

E_E = All Indie


...actually Ell Endie, but whatever.
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