High Quality Animations Project
-
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
High Quality Animations Project
During the HD Sprites project, I was looking at the Revenant sprites, and I noticed that he has 6 frames for his see state. This intrigued me. I always noticed that some monsters had smoother animations, but I never knew how to explain it before. Then for some reason, I remembered about the Earthworm Jim HD remake. It doesn't has uber detailed HD sprites and uses textures filters just like GZdoom to make things look nicer, but it has more sprites, and these extra sprites makes the animations look much better and more fluid, greatly adding to the visuals of the game. I noticed that by just adding 2 or 3 frames for each animation improves them sightly.
This project is to make all animations more fluid. This video will speak for itself.
Some comparisons of the HD Animations vs original animations.
vs
vs
Of course, these sprites will be free to be used on everyone's projects.
I'm probably gonna need help to make all monsters have smoother animations. Mostly help by tweaking some already existing stuff. Any sprite artists up to lend a hand?
Alpha 2 download:
http://www.mediafire.com/?xe1jjehko44eo94
This project is to make all animations more fluid. This video will speak for itself.
Some comparisons of the HD Animations vs original animations.
vs
vs
Of course, these sprites will be free to be used on everyone's projects.
I'm probably gonna need help to make all monsters have smoother animations. Mostly help by tweaking some already existing stuff. Any sprite artists up to lend a hand?
Alpha 2 download:
http://www.mediafire.com/?xe1jjehko44eo94
Last edited by Sergeant_Mark_IV on Sat Mar 16, 2013 6:35 pm, edited 1 time in total.
-
- Posts: 4005
- Joined: Sat Dec 30, 2006 4:25 pm
- Location: beautiful hills of those who are friends
Re: High Quality Animations Project
Okay, this one has my full-on support for actually being feasible and looking goddamn amazing.
While some of the animations look jarring at first, it's just because I'm used to the choppiness. Each time I watch the video, I think it looks better and better. So, yeah, great job so far!
Though, are the imps incomplete? It's rather jarring when they jump back to their walking frames from their attack frames, especially when the other monsters showcased don't have that problem at all.
Edit: No wait I'm blind durr hurr.
While some of the animations look jarring at first, it's just because I'm used to the choppiness. Each time I watch the video, I think it looks better and better. So, yeah, great job so far!
Though, are the imps incomplete? It's rather jarring when they jump back to their walking frames from their attack frames, especially when the other monsters showcased don't have that problem at all.
Edit: No wait I'm blind durr hurr.
-
- Posts: 511
- Joined: Tue Feb 05, 2013 9:31 pm
- Location: In the unknown void of all-surpassing emptiness
Re: High Quality Animations Project
This thread has won my support. Great work so far. :D
-
- Posts: 4605
- Joined: Mon Jul 31, 2006 4:25 pm
- Location: San Antonio, TX
Re: High Quality Animations Project
Yep, messing with the frame durations is gonna make this look truly excellent.
-
- Posts: 873
- Joined: Fri Jul 03, 2009 1:47 pm
Re: High Quality Animations Project
That looks good, it seems we had enough HD sprite projects for now. Larger animations sounds much better.
-
- Posts: 532
- Joined: Thu Mar 08, 2012 3:22 am
- Location: Earth
Re: High Quality Animations Project
Fantastic work Sarge! I think we really needed smoother monster animations (we have Perk's for weapons so why not monsters). I'm glad someone's finally taken to create something like this.
-
- Posts: 12
- Joined: Fri Dec 09, 2011 8:13 pm
Re: High Quality Animations Project
Goddamn you make the best shit.
Keep this up, this would look great with the smooth weapon animations too.
Keep this up, this would look great with the smooth weapon animations too.
-
- Posts: 1268
- Joined: Wed Jul 20, 2011 4:24 pm
Re: High Quality Animations Project
Great project,well I think this project´ll have +-40 or 80mb maybe, but it´s a little file these days...
e se botar isso no brutal doom como um addon, *_*
e se botar isso no brutal doom como um addon, *_*
-
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: High Quality Animations Project
http://www.mediafire.com/?5pxmmymblr9q6w3
Here is what I have done so far. Some new frames only have one side yet. If anyone wants to poke at some sprites, change tic duration of some frames, go ahead.
Also, never mind the new gibs. They are just placeholders.
Here is what I have done so far. Some new frames only have one side yet. If anyone wants to poke at some sprites, change tic duration of some frames, go ahead.
Also, never mind the new gibs. They are just placeholders.
-
- Posts: 1256
- Joined: Fri Mar 13, 2009 3:55 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10 Home
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: New York State
Re: High Quality Animations Project
You have my support on this one too.
-
- Posts: 1484
- Joined: Fri Dec 14, 2007 6:29 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11
- Graphics Processor: nVidia with Vulkan support
Re: High Quality Animations Project
I'm not sure how I feel about this, sure it looks smoother now but they look silly at the same time. Its a good start, but needs more work to be comparable to the smooth weapons we already have.
Might I suggest one other thing? Missing rotations!! That would fully compliment this
Might I suggest one other thing? Missing rotations!! That would fully compliment this
-
- Posts: 78
- Joined: Sat Jun 06, 2009 2:39 am
Re: High Quality Animations Project
Zombieman and Demon look great, they can stay as is.
The imp however moves strangely.
Firstly, the wobbling isn't very noticeable in game, which is a good thing. Instead, the problem is that it seems to be ice-skating rather than walking., which seems to be caused by it animating too slowly when compared to its walk speed.
Secondly it shouldn't retract its arm like that after throwing a single fireball. It looks more like it's pulling it back in order to shoot a second one, which makes it look strange when it does nothing in the end.
It looks good when scratching though. (Or if someone were to make a imp that doesn't stop firing until you're out of sight).
The imp however moves strangely.
Firstly, the wobbling isn't very noticeable in game, which is a good thing. Instead, the problem is that it seems to be ice-skating rather than walking., which seems to be caused by it animating too slowly when compared to its walk speed.
Secondly it shouldn't retract its arm like that after throwing a single fireball. It looks more like it's pulling it back in order to shoot a second one, which makes it look strange when it does nothing in the end.
It looks good when scratching though. (Or if someone were to make a imp that doesn't stop firing until you're out of sight).
-
- Posts: 812
- Joined: Wed Feb 02, 2011 12:44 pm
- Location: United Communist Nazi Republic Dictactorship of Banana Land (Brazil)
Re: High Quality Animations Project
Perk's weapons frames lasts 3 to 5 tics (exept Chaingun wich has 1 tic per frame)Xtyfe wrote:Its a good start, but needs more work to be comparable to the smooth weapons we already have.
The monster's animations have 3 tics each frame.
I think its smooth enough.
-
- Posts: 3728
- Joined: Wed Sep 22, 2010 9:35 am
- Location: Apathetic Limbo
Re: High Quality Animations Project
He's speaking of kinetic correctness, not smoothness. (It looks silly that zombies turn their torsoes but not their legs when firing. (They do turn, but instantaneously) Which looks incredibly awkward.)
-
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: High Quality Animations Project
nice... i saw weapons smooth sprites, but never apply to monsters, good luck on that.