BPin: Nice projects you made. Just asking, was it deliberate to have the child on the left kinda a shade of grey? I can’t think of any other colour that would be better suited for it, but I don’t know if you did that because it was for a point of interest/focus in the picture.
As for the banner, I’m kinda get miex feelings from the text because it’s both straight and kinda out of place (stylish out of place no doubt), so I don’t know if another font would work better or not, or if you have to add a smidgen more displacement in the text. But right now it looks good becasue it’s subtle.
Monkey Spank: Looks awesome, I can’t really say anthing about it. Great composition, and the texture fits well.
Jiorn: looks fucking cool to me.
As for me, I just do animations, and most of the skills that I have are basically more the content than the execution, unlike these guys who would prolly have WAY more stuff to teach you in terms of PS effects and such. But for pointers for animation what I usually do (which doesn’t necessarily have to be right or wrong is):
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[*]Bunch every aspect of your animation into layer sets. Pretty important because it does help out to move the entire set of your animation, plus it keeps things hella organized. Even if it’s going to be text heavy, put your text in a layer set as well. Much like the avatar above, I’d basically have the layer sets of:
- Power Dunk
- Text
- Terry Transform
- Sagat
- Power Charge
- Hat
- Blind (the hat toss)
[*]Animation: Can’t teach you much other than the usual x/y pixel positioning (i.e. the amount of X/Y pixels you move a sprite or object in the next frame) amounts I use for different speeds:
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1 pixel difference: I never use, unless it’s for trembling
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2 pixel difference: For significant shaking, such as Sagat hitting the ground, Akuma stomping and shaking the screen.
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5 pixel difference: For more floating type things, much like cthe heart from SMB2 floating up. For smaller sprites (i.e. small 8 bit sprites like FF1) it can be used as walking speed. Also EXTREME shaking of objects, (ala pipe busta wolf rupture)
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10 pixel difference: Running speed for some smaller sprites, a real slow pace speed for bigger (i.e. fighting game) sprites. As for “panning” in avatars, this is an ideal speed if you don’t want to go too fast. I used the 10-15 pixel diffrence for the hat toss
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20-25 pixel difference: In “panning” in avatars, a pretty fast speed. Sometimes I cut corners by making it 30, if it’s not fast enough, or if I have to save space. More recently I used it in some of the hat toss frames in the avatar above. But as for an application towards sprites, yes it’ll quite fast indeed.
[*]Timing: Comedy is timing really. I have taken notice and noticed that SRK.com plays avatars a tad quicker than originally intended. I think you have great timing in regards to the avatar you posted, plus the Ryu one from a while back. But yeah as for timing it’s basically you have to increase the time by prolly double or just by half to get the right timing. I usually preview in IE explorer first just to get the groundwork done, and tweak later when I test it on SRK.com
Timing for me is as follows:
-No delay - 0.1: Magic number for most sprite movements, however you might be able to slow it down to 0.15 just to squeeze out as much without making it look too slow and choppy.
- 0.5: Great for pauses, really fast quick pauses. Basically double take pauses. 0.1-0.2 is good if you’re not having too much shit cluttered up and the text is clear, but in the case of my BPoll avatar, I extended Sagat’s Oh shit comment because it was so close to Power Dunk shouted out by Terry. So that basically helps even out the pace and get the joke across.
- 1 second: Good for text pauses, really short ones that is. Taunts and such, but I wouldn’t recommend it for a sentence unless the sentence is easily recognized. Sometimes it’s people who see the entire message than read it.
- 2: Good for awkward pauses, or just letting people absorb in the next scene. Slightly better for longer text that needs to be absorbed that just appears in a new scene. I wouldn’t recommend this for text that you make in JUST ONE FRAME, as in how I said One quick trip from CvS2 later because people still need to absorb in the new frame of text.
- 3: Usually for the text size above like the line I used. I sometimes leave my text on shorter so people would be able to catch it next time.
- 5 - 7: Usually for meaningful pauses, much like how my Doom vs. Terry B Poll avatar, had ‘Vote for Terry’ at the end of it, that was set for about 5 seconds. Good ending for an avatar if you wanted to do so, especially if you want to indicate that you ended the animation. An essential need for text that are almost an entire coherent sentence, about 10-15 words.
[*]Optimizing: Ah yes, wonderful optimization. I noticed that putting the optimization at perceptual helps with the size of it all, as well with adding borders, (to help out, try getting the border or BG the same colour as one of the optimized sprites).
Cutting frames is always killer, but hey, it has to be done. But if you have a LOT of shit going on, cut down on the canvas size, which helps a great deal. Just make sure what you want to cut, and notice which side of the canvas is having a lot of action, which would no doubt relieve the size. I wouldn’t gotten my av to fit if I cut from the top, but from the right side, it was pure fucking gold there.
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Hope that didn’t sound long winded.
OC