For a character like a ball with feet you can do a floaty-bounce step, so
Legs open
legs open but sprite is one pixel higher
legs closed back on the floor
legs open
legs open but sprite is one pixel higher
legs closed.
Also with a ball-shaped character you can abuse squash and stretching, so make him more elongated when he falls or moves quickly, and make him squash when he hits a surface. If you pull it off it can look quite pleasing to the eye.
Originally Posted by -Adam- For a character like a ball with feet you can do a floaty-bounce step, so
Legs open
legs open but sprite is one pixel higher
legs closed back on the floor
legs open
legs open but sprite is one pixel higher
legs closed.
Also with a ball-shaped character you can abuse squash and stretching, so make him more elongated when he falls or moves quickly, and make him squash when he hits a surface. If you pull it off it can look quite pleasing to the eye.
You could even do a two frame animation. Super mario world uses this, and it works quite well given the cartoony nature of the graphics. It's a bit cheap i guess.
legs closed (possibly even just a copy of the standing animation)
legs apart and a little higher
If you want to refine it further with little effort, try moving his eyes closer and further around his head as he walks, as if his whole head is rotating - adds a little 3D effect that is kinda nice!
Hmm, his feet appear to slide - how about making them lift up (45 degree angle-style) and don't forget to make his arms go back to the straight down position on frames 2 and 4
Originally Posted by Mark Radon If you want to refine it further with little effort, try moving his eyes closer and further around his head as he walks, as if his whole head is rotating - adds a little 3D effect that is kinda nice!
Yes absolutely. My latest boss's head does this while walking and it makes a big difference. When the foreground arm is forward his head is looking a BIT to the background. When the foreground arm is backwards he's looking a bit to the front. That's likely the one part of animation that's not very hard to do either. Very good advice Mr. Radon.
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