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#11
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Yeah, anime is a big influence on this game so that kind of exaggerated physical prowess is what we're going for. It's an ambitious game for us but I'm confident that we can go back to our desks, think about what we need to do to improve it, and then implement some changes so it reached the level of quality we are going for. |
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#12
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Ok so we have a new video.
I took on board some of the advice you all gave and made everything faster. As well as making the gameplay more fun it looks better. So the rate at which the character moves across the screen is faster. And the frame rate for her animation cycles is quicker too. I adjusted the jumping a bit too. There are also some new environments with different colour schemes. Also we just launched it on IndieGoGo. Which is similar to kickstarter but is easier to set up for someone based in the UK. Low bandwidth Version | Pop Up |
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#13
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While I never saw the original video, I do have some feedback for the new video:
- The first thing is that when she is running normally her feet move faster than she is actually moving in the level. This may be why others have said that the movement doesn't feel right. Compare this to when she moves very fast (not sure what else to call it but it's when she leaves a trail behind her when running) because that movement looks right to me. - The second thing is that I am not the biggest fan of the intro to the video. While the art is well done, I don't get the feeling I'm watching a trailer until the gameplay parts start. My suggestion would be to start the video with just the title of the game and nothing else on screen. Overall though it's looking good! |
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#14
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Be interested to hear if other peeps agree with you. |
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#15
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So a lot of people thought the main character was leaning over too much for her standard run.
Here's the new adjusted version where she is more upright when running at normal speed. Any thoughts? Low bandwidth Version | Pop Up |
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#16
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The art looks splendid overall, and I feel a bit bad for picking the run cycle apart, but it's still a bit off...
What you have is a figure with pretty much realistic humanoid proportions. Fun neuroscience fact: the human brain isn't so great at differentiating between things that are "real" and "not real" on a visual level. When you see a human silhouette, with roughly the right proportions, your brain assumes that it's a real person. That's why walk/run cycles can be so darn tricky with a realistic figure. The second you see something like this, you are subconsciously comparing it to a typical person walking, because it gives you a wealth of clues about that person's health and state of mind. In your case, your character is arching her back in a way that's not conductive to moving quickly or comfortably. Just try it: bend your back in that position and attempt to move at a fast pace. A bit difficult, because it puts additional strain on your lower back, right? My advice would be, since you're working with a correctly proportioned human figure, look up a lot of reference of real people running. You will notice the natural posture that a runner assumes and be able to incorporate it into the cycle with ease. Don't be afraid to snap pictures of a friend going through running movements for reference! And in general, any time something looks off art or animation-wise, seek good reference; it will help you more often than not. Here's a thing: http://keetsa.com/blog/wp-content/up.../09/runner.jpg Good work so far, and good luck! |
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#17
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Definitely moving in the right direction! It's come a long way in the last few weeks!
Revolving Door provided some great feedback and explained it a lot better than I ever could. I can't wait to see what the final game will look like! |
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#18
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![]() I'm doing the design, programming and music but art is not my realm so it's good to get the opinion of other artists on what we have so far. Cheers, yeah it feels like we're making progress. Still a lot to do but it's gradually coming together. Been in contact with a couple of electronic musicians too. So we may end up having a soundtrack with contributions from a bunch of cool indie outfits. |
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#19
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I think you guys need an animator, pretty much all the motion she does looks unnatural. Especially her posture, her back is too stiff, with only the arms moving. Also the parallax scrolling backgrounds, you need to adjust the speed of them, cause it doesn't look natural either.
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#20
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hey as a lay man if i will say i cant find anything wrong in this and as animator it is already described by others..
![]() ![]() ![]() ![]() Showboat Entertainment Delhi Animation Studios |
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