sprite walk cycle

When making a sprite...

I’ve recently noticed many beginners to RPG Maker or games in general tend to make some very common mistakes when it comes to sprites, in particular a simple three-frames walking animation.

(I’ll use my Maya sprite as an example).

What I usually see from beginners is this:

As you can see, it looks very awkward and unnatural.

The problem is, the sprite doesn’t seem to “move” forward, but instead dances in place. To fix this (unless you want to imitate old retro games), you can move down one pixel all frames related to the movement, like this:

See? Waay better.

Another mistake is to not align one or more frames perfectly, resulting in:

Yeah, don’t do this. It’s even more jarring than the one above.

So please, take an extra time to make your sprites and they will look instantly better!

Look at other people’s animations for walk cycles more than 3 frames long (because I’m a total newbie at animation in general) and have fun!


Lots of changes being made behind the scenes! Recently, we reached the point where all of the systems, features, and maps were complete. So what have we been working on? Sound effects, general cleanup, and polish! Here’s a list of some of the changes we’ve made:

-Improved graphics for night sky (prettier stars!)
-Stamina no longer drains when running indoors.
-Obstacle collision for shooting–can now take cover behind large objects.
-All 60+ NPC sprites have their walk cycles completely finished.
-Quest Log templating done.
-Vastly improved loading time for horse race–was around 15 sec before, now almost instantaneous.
-Ambient SFX for rain, river, hoofbeats, etc.
-Slightly randomized SFX for animals, shooting, etc
-Audio cues added for a lot of minor actions (selecting ingredients for cooking, filling feedboxes, getting a bite on your fishing line, running out of water in your watering can, etc)
-Redid part of posing/tool use code so that all tools are used the same way and no race conditions are possible. Tool code should be totally finalized now!
-Faster/more responsive tool animations (animations in the tool video were WAY too slow… :|)
-Added additional frame to “cast fishing rod” animation.
-Added graphics when catching a fish–can now see it briefly when it is pulled out of the water :D
-Tuned up mining minigame, dramatically increased payout
-Animal feedboxes now only appear when the animal is owned–decreases barn clutter and makes it easier to tell when a feedbox is empty.
-Animals now have sick sprites, making it easy to tell when your critters need care!
-A lot of sound effects and visual cues have replaced things that were previously described in menus. Trying to make gameplay as smooth as possible!
-Misc cleanup/bug fixes

The final hurdle before I can focus primarily on programming the main story and quests is Schedules V2. Going to get started on that next! :)

Messing with an animation application I saw on Steam called Spriter.

I bring shame upon my animation teachers with this walk cycle, but as a tools programmer, I’m quite impressed. It only took a few hours to go from blank canvas to drawing to rigged sprites to animated walk cycle to tumblr post. 

pinehood  asked:

i REALLY wanna start animation, it's been something i wanted to try for a while. Since i wont have the chance to go to any art schools, what would you suggest I begin? Also are there any good animation programs I could use (on PC) that are free? (or at least relatively cheap) Thank you in advance!!

I don’t know enough about animation to give advice on what to start with. I’ve only done short sprite walk and turn cycles, myself, and I used other’s animations for reference. Which is… not exactly the best way to go about it. I don’t think, anyway…

I guess you could start with going over the [principles of animation]. And… there’s this flourbag assignment they usually give students of animation; the object being to see how well one can animate an inanimate object, giving it a personality and emotion, without the aid if a proper face to express with.

Also, [I have a tag for animation software], some of which is free.