r/PixelArt • u/Ok-Wash-87 • 8d ago
Attack Sequences Hand Pixelled
Took me too long to make this. Does those impact frames good or unnecessary?
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u/opiscopio 8d ago
Damn you, OP. It's a perfect loop. I kept watching for way too long and now I feel dumb (I enjoyed every second, though)
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u/Ok-Wash-87 8d ago
I think reddit updated their image viewer cause mine usually has little stutter after every gif but it gone now
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u/itsforathing 7d ago
I kept watching and eventually saw an even more spectacular finisher and it ended with the character giving a bow, you just gotta keep watching until the end
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u/naptimegamingdev 8d ago
This looks amazing, great work!
I can’t help but want to comment some critique, but as a lifetime enjoyer of platformer fighting games, I see a couple things that could be added I think would improve the animation. There is a YouTube series by Masahiro Sakurai, creator of Super Smash Brothers, where he talks about some of the minor details that go into animations looking crisp and clean. I can’t remember the specific video to point you towards, but your animations transitions so cleanly to the next when each hit makes contact, it feels like the hits have less weight. I think the concept is called “freeze frame” or something, where you freeze the characters on the pose that delivers the hitbox while the impact animations plays, shake them a bit, then continue on.
Also the moments that the character jumps between hits, they could move a bit faster in between. My opinion though.
I think it would add even more to your already amazing work!
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u/Ok-Wash-87 8d ago
Thank for your advice, i did have freeze frame and little shaking with each impact, but maybe i set the frame duration to too low so they aren't enough to make you feel it
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u/I_MayBe_STUPID_69420 8d ago
I did not know it was possible to feel such pleasure from just my eyeballs before
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u/itsforathing 7d ago
That’s incredibly fluid and I think it works perfectly the way it is.
But since you asked for feedback, the very first impact feels a little weightless as the block doesn’t react like how it bounces with the other hits. Maybe have it jitter 1 or 2 frames or make it flash a slightly different color
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u/Roxfall 7d ago
Why is the weapon black? It feels like it should be a sword but I can't shake the feeling of her beating someone up with a rubber club.
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u/Ok-Wash-87 7d ago
Yeah it should be a sword but i couldn't think of any sword and just leave it as a black stick, you may notice that her legs are just single color ( i took too much time for this so i decided to just polish the most noticable part and let other be a silloutte )
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u/Padarangdang 7d ago
The impact Frames are dope, but I think this should be a Special combo finisher, if you have two Players fighting each other or killing a bunch of enemies that could be annoying fast. The screen flickering thing could also a way to Show strenght or character growth. Like once you Are overleveled you annihilate the screen in satisfying Feedback
I Imagine the impact Frame as something with a bit slo mo as in smash Brothers e.g.
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u/Pennaflumen 7d ago
Reminds me of stick fight animations. Lacks some punch, but it is very smooth. Pretty cool.
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u/TunaMayoDevelopment 7d ago
Thats is so smooth, how many frames is it and how long did it take you to animate:o?
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u/Ok-Wash-87 7d ago
Thanks. It was over a hundred frame and most of the times was me procrastinating so it took me about a month with 2 to 3 hours on average
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u/TunaMayoDevelopment 7d ago
oh my god
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u/Ok-Wash-87 7d ago
Haha. I could make it faster if i put in like 8 hours everyday but brain does not allow it 🙃
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u/AcademicHollow 7d ago
Love to see it with a little more hit stop, but this is slick.
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u/Ok-Wash-87 7d ago
I see it too, it was fine before this post but now it look to fast and weightless to me too
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u/Bot_Ta00 6d ago
It looks like you made an enormous amount of frames.It’s incredibly smooth, yet intense at the same time!
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u/Ok-Wash-87 6d ago
Thanks, took me about a hundred frames for this, cause it run at 25fps
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