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Jet Dancer run 2.0.5 by Dualmask Jet Dancer run 2.0.5 by Dualmask
Update: made some changes to the hair, the chest and the overall flow of the run. I'm sure it's still got its problems, but I'm moving on for now. I've got a lot more moves planned for Jet aside from running.

Still got game development on the brain. I want to do it all, but something's going to have to give if I'm to become world class, since I still kind of suck at this...

This definitely needs more frames, but it's fine for prototyping, I guess.

Jet Dancer :icondualmask:
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:iconwolfgriffin:
You asked for a critique and I am going to give you one.

Vision: I am not too sure as to what Vision means but I believe I see what you are going for and I like it.

Originality: Nothing over the top as there is nothing extraordinary about her costume (although it is a lot better then my costume designs, I am not a fashion designer by any means.) besides the lights which I personally love, the character herself is original to me though.

Technique: I will be honest with you, here I feel you really are capable of much more then what I am seeing here. I feel if her torso moved more it could have come across better and not as stiff. Perhaps even fan-sevice breast movements depending how well endowed you wanted her to be. Also a major problem of my own is the hair movements. On the right side of her head some hair seems to appear then disappear very quickly almost looking like a glitch. Depending on how fast she is running, I feel perhaps her hair could blow back higher with movement coming from the entire hair and not just the bottom half. Maybe having her bent over a little more depending again on her speed and situation depicting a force-full serious run. It is easy to see she is indeed running but it can also being construed that she is jogging.

Impact: The impact could have been bigger with more exaggerated flashes from the lights and dynamic hair movements accompanied by more torso movements as well. EXAGGERATION!!!! People love it, it really adds and defines a character.

Looking forward to your next animation, and especially the game. Tell me when to pre-order my copy.
What do you think?
The Artist thought this was FAIR
3 out of 4 deviants thought this was fair.

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:iconanimatedtdot:
animatedtdot Featured By Owner Jan 17, 2014
that is freakin cool
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:icondualmask:
Dualmask Featured By Owner Jan 21, 2014  Professional Digital Artist
Thanks! I think my animations have improved since I've done this one though.
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:iconqtcomics:
QTcomics Featured By Owner May 3, 2013  Hobbyist Artist
cool
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:icondualmask:
Dualmask Featured By Owner May 3, 2013  Professional Digital Artist
Thanks!
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:iconqtcomics:
QTcomics Featured By Owner May 4, 2013  Hobbyist Artist
ur welcome u do request?
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:iconwbd:
wbd Featured By Owner Apr 3, 2012  Hobbyist General Artist
Overall, it strikes me as a good start. I think the problem is that we're only seeing this run-motion in sort of a vaccuum- it's hard to say how it will "feel" in game. I like the color changes on the gauntlets and boots, and the hair motion is pretty good. The hip motion is quite effective, too.

If you don't mind it just being a hobby, I believe you really can "do it all". I don't see that as a bad thing, but it really does depend on where you want to take this.
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:icondualmask:
Dualmask Featured By Owner Apr 3, 2012  Professional Digital Artist
You're right, on all counts. It dawned on me to stop worrying so much about the quality of the run itself and start working more on the context around it, i.e., build a playable level. Hence even though I've made some changes to the sprite since posting the latest one, I won't be putting up anymore updates to this. I'm moving forward.

Ultimately, I just don't want to leave anything behind, or anything un-attempted. I want to at least say I tried to make a game, and if I succeed and get good at it, that's even better. :nod:
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:iconsatsumo:
Satsumo Featured By Owner Mar 31, 2012  Professional Traditional Artist
What sort of game would you make?
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:icondualmask:
Dualmask Featured By Owner Mar 31, 2012  Professional Digital Artist
I'm planning to make a 2D platformer along the lines of Mega Man X/Castlevania.
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:iconthebeastart:
thebeastart Featured By Owner Mar 31, 2012
Nice. How much do you charge to make sprites?
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:icondualmask:
Dualmask Featured By Owner Mar 31, 2012  Professional Digital Artist
Thanks! I'll note you.
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:iconjericawinters:
JericaWinters Featured By Owner Mar 31, 2012  Hobbyist Digital Artist
I like the colors. Nice animation!
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:icondualmask:
Dualmask Featured By Owner Mar 31, 2012  Professional Digital Artist
Thanks! It could be better but it could also be MUCH worse, so I'm glad about the progress I've made so far.
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:iconmja42x:
mja42x Featured By Owner Mar 31, 2012  Hobbyist Artist
Looks great to me!
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:icondualmask:
Dualmask Featured By Owner Mar 31, 2012  Professional Digital Artist
Glad you like it! I certainly don't think the animation is going to get me noticed by Capcom or anything like that, but it's certainly functional enough to test a game engine out. :)
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:iconmja42x:
mja42x Featured By Owner Mar 31, 2012  Hobbyist Artist
Well, it's a heck of a lot better than what I made!
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:icondualmask:
Dualmask Featured By Owner Mar 31, 2012  Professional Digital Artist
Pick up a copy of The Animator's Survival Kit (huge book but it shouldn't be too expensive) and Google Muybridge for some animation inspiration. It helps a lot. :nod:
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:iconmja42x:
mja42x Featured By Owner Mar 31, 2012  Hobbyist Artist
Thanks, I'll take a look :)
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:iconpharan:
Pharan Featured By Owner Mar 31, 2012  Student General Artist
It's stuttering on the up position of the run.
You may find it smoother (even without raising the framerate) by making her head and torso rise and fall throughout the cycle instead of in single or even two frames.

It's also kind of poor running form to have her arm extend/unfold on the back swing.
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:icondualmask:
Dualmask Featured By Owner Mar 31, 2012  Professional Digital Artist
Thanks for your feedback. The form was referenced from a Muybridge series of photos of a man running, which I thought was a good starting point, but I think you're right that the arms should remain flexed during the run. I'll continue to refine it and see about making those changes.
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:iconwolfgriffin:
WolfGriffin Featured By Owner Mar 30, 2012  Professional General Artist
I really do like her lights, I cannot even tell you why I like them so much. I really think they can be used so well in different simulations in your game. Imagine a dark stage where in some parts only her lights are show, or even lighting up areas around her. I really like that a lot. I am eagerly awaiting your next piece.
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:icondualmask:
Dualmask Featured By Owner Mar 30, 2012  Professional Digital Artist
That's the plan. Ever since I first made up Jet, I've been thinking about how her lights could emphasize her movement. I want them to eventually trail all her moves, especially attacks. Of course, I'm hardly as experienced an animator as I'd like to be. Making her move is hard enough; embellishing it is even harder.

In truth though, right now I'm just trying to get some basic movements down to test out within a game engine. I want to have Jet run, jump, (air) dash, double jump, wall cling (like Mega Man X) and throw some kicks augmented by flames from the thrusters. The moves I sketch for her look so much more elaborate than what I come up with on the computer, because I'm (perhaps too) focused on production rather than quality right now. I really want to make the sprite larger and more detailed and exaggerate her movements with blurs, flames, dust, the whole shebang, but I'm starting small. The problem is keeping ambition in check. I could end up spending a year perfecting just the main character sprite while others are producing fully-finished games in six months or so. Jet's going to need enemies to fight, bosses, possibly NPCs, items, the game needs a HUD, stage layouts...all that have to be built, animated and/or tested.

A complete game with shoddy sprites is better than a collection of gorgeous sprites that never see the light of day because the developer never put the rest of the game together (although it does make a strong case for working on a team).
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:iconwolfgriffin:
WolfGriffin Featured By Owner Mar 30, 2012  Professional General Artist
If you are working in Vector graphics, you should not lose any quality by simply blowing up the sprite you originally have am I correct? This being a side scroller action game and not a beat em up I presume you would not want her sprite too big.
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:icondualmask:
Dualmask Featured By Owner Mar 30, 2012  Professional Digital Artist
I originally draw the vector image really large as a base (maybe 500px high) and then make a copy and scale it down when it comes time to animate (so I'm not constantly resizing parts every time I want to move something). Depending on how you size it, you will lose some quality because you're converting a vector to a raster. I'm still experimenting with the right sprite sizes, and drawing fine details in Flash (like faces) is something that I find to be tricky. I find that it's not as freeform as Photoshop unless you draw really large or really simplistic, so I once again take inspiration from those Castlevania games and just let some details go. The CV sprites, for instance, don't have visible faces at all; the sprites are no more than 48px high and there's just no room for the detail. For Jet, I chose to give up on her glowing arm rings because it's hard to make them work in Flash (not impossible, just kind of annoying) and I'm not about to draw them manually on every single frame I plan to produce...at least not yet.
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:iconwolfgriffin:
WolfGriffin Featured By Owner Mar 30, 2012  Professional General Artist
Gotcha.
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:icondualmask:
Dualmask Featured By Owner Apr 3, 2012  Professional Digital Artist
I made some tweaks to the sprite, let me know what you think if you get a chance. :)
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:iconsuicidalassassin:
suicidalassassin Featured By Owner Mar 30, 2012  Hobbyist Traditional Artist
Awesome!
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:icondualmask:
Dualmask Featured By Owner Mar 30, 2012  Professional Digital Artist
Thanks! I love comics, but making 2d platform games based on my characters and ideas has always been a lifelong dream of mine. :)
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:iconsuicidalassassin:
suicidalassassin Featured By Owner Mar 30, 2012  Hobbyist Traditional Artist
I feel ya, man. I'm a big fan of 2d animation and platform games.....as well as 2d animated fighters and sidescrolling beat em' up games.
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