That depends on the program you're using. I know GIMP treats layers as frames and lets you export as an animation but I don't remember exactly how. It's something to ask in the useful development tools section, this is the kind of conversation that can derail a thread really quickly. It's fine to post it as a sprite sheet, if you want.
The Resource WIP Thread 3
● ARCHIVED · READ-ONLY
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Honestly, I didn't even know there was a Useful Development Tools section, so I apologize; it wasn't my intention to derail anything. I've completed my character's walking sprite, more or less.., so here it is.
WIP Custom SpritesheetIt's in the completely white area. (Incomplete white area is the Idle animation, and other colors are placeholders using the old version of the sprite.)
I'm pretty unsatisfied with this, specifically with the right and back animations of her legs and her head in the profile animations. When walking right, there's a bump when the animation ends as I can't make it reset smoothly. (This occurs because the leg in front is the one moving. In the left version, the leg in back is moving, and simply looks like it's behind the front leg.) When walking away from the viewer, the leg moving forward looks acceptable, but the leg staying in place looks very awkward, and I can't seem to fix the issue.) I'm very happy with her hair, arms, and clothing as they move as intended in all directions.
Any advice on improving this and fixing the current issues would be very much appreciated. -
Hi, is it possible for you to post a larger size of that image? It'll be easier to see the details, and it's often the details that cause such issues in the animation. :)
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I have no idea how to do that, unfortunately. The best advice I can give is to paste it into a paint program and take a look. Sorry. :(
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Some of the problem is that you're being too timid with the movement. This is your main character, it's okay to be bold and grab attention with it. Try over exaggerating the movement and see if you like it. Make sure when you do this that you include the skirt in that movement, it should be moving not just have changes in the shading. Moving the hair would also sell the animation. Both the hair and the skirt movement is reactionary, meaning it won't be in perfect sync with the walk.
Unless there's a large bilateral difference in your sprite, the animation shouldn't have any problems in one direction and not the other. All you have to do is flip the images, after all.
Part of the problem we're having seeing your sprite is that she's completely blending in to the white background. Unless all your tilesets in the game are dark this will be a problem for players too. You might want to reconsider adding in an outline or at least using more contrast in the sprite.
You don't know how to resize the image? Are you using MS Paint? If so, you should find a new graphics program, it's way too limited for what you're trying to do and will slow you down. -
@Robert-Character Creator It's ok I enlarged the character for a bigger view. :)
I notice a lot of detailed coloring and the skirt has movement, which @Sharm suggested. If I manage to animate it, I'll put up the image.
(I used the girl with the white bg just added a grey colour so we can see the details better).
Spoiler
Edit: @Robert-Character Creator Can you point out which one of the frames looks bumpy when she walks? And which one looks like her leg is in the back? -
Thanks, Starlight Dream; here's one from me.
I've found that exaggerated details help sell the animation, like how I included the bottom of the foot in the top row. It shouldn't be visible at all, but it makes the animation click into place in my mind. I also exaggerated how far the foot moves in the bottom row. (Visible in bottom row, second frame.) For a moment, the leg completely disappears behind the clothing, which is too far to be realistic. However, it's only for a moment, so it helps sell the character's movements.
The hair and the nightie both move in every row except the top, which is due to a simple thing called procrastination. ;p
The third row is the first issue. As she walks, a single frame of her standing still is visible (the first frame.) This is fine for her arms, but it makes it seem like she's putting a foot on the ground that previously was mid-step. This happens because I designed all of the sprites to walk starting with the right leg. When walking left, it's no issue, as her leg in front is already on the ground when the animation repeats, so nothing changes. When walking right, however, the leg in the air is the one in front, so it slams into the ground before lifting up and stepping normally. It's quite odd-looking actually. I've come up with a viable solution for this issue involving the idle sprites and the script I'm using, which will also solve two other issues. As such, this issue is rather unimportant.
The more annoying of the two main problems is in the bottom row, when she's walking 'up'. The leg stepping forward looks fine and is of no concern- it's the leg staying in place pushing her forward that looks odd. I haven't found a solution to this issue yet.
As for the bright details, the game she's in takes place entirely at night, so she looks fine in-game. (I'm using a blue light which unintentionally makes her pupils disappear sometimes though, which is annoying.)
And finally, yes, I'm using Paint. It's barbaric I know, but I'm comfortable with it, and I can use FireAlpaca or Gimp for the finishing touches.
If I missed anything, let me know? -
From what I see in the bottom row, I believe the 4th frame is causing it to look odd. The LEFT foot should be higher at this point as the weight shifts to her right. On the left we should be seeing her heel and a bit under her foot. In other words the left foot is too long.
Try lifting the left foot (eliminate the bottom part so it seems more in the air). And bring the right foot a little lower so it looks closer to us.
On my screen I can see her eyes well in the bright light.^^b
I'll add more as I study your image. -
I can't reply as I like, as I'm in my college class, but I have time at the moment. I believe you're right Starlight; I walked to test it out and while the left leg was still further back, it was substantially closer to the right leg than I previously believed.
Her eyes only disappear when the two colored lights interact. Her blue 'lantern' can be seen in the image, but there's also yellow-orange lights cast by fires and whatnot. If your light is on when you stand in the orange light, her eyes disappear. It's actually pretty creepy.
Edit: We're on break, so I captured an image of her eyes, or lack thereof.
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I can't see her eyes anymore :p Did you try to colour them a much darker blue?
Is the game supposed to be creepy like a horror?
In my previous comment I talked about the 4th frame of the last row, but the same applies to the 8th one too, where the right foot is in the back. -
The game's supposed to be, at the least, tense and unsettling, but the main character isn't supposed to be. She's a victim, not a perpetrator. And no, that's the same sprite, I explain how it happens in my previous comment.
I've already made the adjustments you suggested. I was simply waiting until I got home to reply. Here's what I've come up with.
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I'll test her animation to see if the bottom row moves better. :) Did you try to make her walk and does it look improved?
I understand about her eyes.
I think it's because her eyes are very light blue. When the lights increase, all the colours of the girl get paler (skin, clothes, etc...). Her eyes are already white with 2 small blue pixels, so when the light makes them paler, they disappear faster than her dress or hair.
If you give her a different eye colour (darker blue for example) they should stay visible in the orange light. -
It looks better, yes. It's not as good as I would like it, but it's better.
I'd like to keep her eyes that color. I'll probably just lower the intensity of the orange light and see if that helps. -
Drawing faces isn't easy. Any tips?
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I'm better at drawing faces than anything else, actually. What in specific are you having trouble with? Basic anatomy? Proportion? Shading? Coloring?
Unfortunately, you've chosen to use profile, which can be frustrating to do in this low of a resolution. I'll try to help as I can, though.
From your example, the face is looking a little flat. This is likely being caused by the lack of a distinct chin. You have one in the outline, but it needs to continue to help separate the face and neck a bit more. It would also benefit from a shadow coming from the hood, to increase the perceived depth. -
Yeah It's difficult with fewer pixels. I don't know what you mean by profile though. Since I want it to be a set size, If I increase the pixels it will make the picture bigger. Ah I'll try to add more chi detail and then put some shadows in. Hopefully that will improve it. what about eyes, eyebrows and nose? Do you have any tips for doing eyes, nose and mouth with a low resolution?
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I think the chin definition is fine. Could be improved with some shading but it doesn't need more of a line. The problem is that the nose lines up with the end of the chin and the forehead to make a straight line. That nose needs to be way more prominent and unless he's pouting the upper lip should be brought forward a little too. Noses are surprisingly hard, because although they make a huge difference on the face, we don't use them much in expressions so our minds perceive them as unimportant compared to the other facial features. Since we don't actively register them in our minds, it's difficult to get them right when working from memory.
Since eyes are so small in pixels you have to imply and exaggerate more than drawing accurately. Instead of outlining the whole eye, try only outlining where the lashes would be thick. -
Alright I removed some of the lines from the eye, changed the forehead and a few other things including moving the mouth and altering shadows.
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I think you can bring the nose further. Try it 1 more pixel forth.
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I guess it wasn't too much and it looks better. Thanks @starlight dream.