Walk cycle
Working on some cycles, non adult stuff because I still don’t have a lot of privacy unfortunately. Perhaps things will be improved next week, but there’ll be more traveling in the meantime.
I’ve figured out how to alias the sprite edges without losing aliasing inside, that helps with background integration. I’m basically going to continue plugging away when I can so things will continue very slowly but steadily.
Walk cycle looks okay for a rough, though it is definitely in need of some fine tuning. I’d take a closer look and see if you can trim off some frames in there to save space, and remove the first few “starting” frames so she doesn’t jerk back into that position; that way it’ll flow a bit better.
I’d also suggest looking up a few walk cycles – probably with google for ease – and studying them, though I don’t know how much of a rough this is considering I’ve never really seen any of your “finished” work before, so I don’t know for sure how capable you actually are : P.
It is very preliminary, but I need to get into the habit of chipping away at this.
I’ve been studying sprite sheets from arcade games, the amount of frames is terrifically low, that walk cycle was animated at 30fps and culled down to 25% which is probably still too many frames, I will probably just keyframe and render every single frame with no interpolation to get the “classic look”, also if I play with a small amount of frames I can then do stuff like hand edit them more easily, and add customization (Different clothing or states, like being covered in goo… )
This is probably gunna sound like an awkward place to ask such a question… but I am also a game dev. I have been trying to figure out a quicker method to alias the sprite edges other than to draw semi transparent shadows. Would you be willing to share your knowledge?
Well I’m rendering them from 3d, it’s been a while since I did sprites in a paint program but can’t you select without feathering and just cut the background out?