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Noburo
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Quote Noburo Replybullet Topic: OPP Animation Thread
    Posted: 05 May 2015 at 6:59pm

Hello all! Itís no secret that weíve got animations buried all over the place. WIP animations over here, uncomplete animation sets over there, and some oldies back behind the woodshed. As the animation tends to be the most time consuming portion of creating the artwork, it goes without saying that we should avoid doubling up. We need a place to keep track of it all. Oh, and somewhere to put those tricksy little animations that kind of, but donít reeeaaally belong in the Jungle thread. In reality, frogs and jungles arenít mutually exclusive things. And so, behold! The OPP Animation Thread! Here we can take completed art from other threads and bring it to life! Or, if youíre so inclined, create something new and animate it. Share your WIPs and lay claim to the pieces you plan to animate!

Below is an index of the which animations are needed to get a fully functional sprite. There are also a few animation templates. These are by no means a required base to build from, but merely a handy resource to save time on some of the more repetitive things.

Technical Requirements
  • Typical size: 64x64 (feel free to make smaller or larger characters)
  • Animations run at 8/100 seconds per frame (12.5 FPS)
  • Typical walking animation consists of 8 frames


Character Animation Templates

More animation templates will be coming in the near future, so keep an eye out!


Walking - (Links to download layered .gal and .psd files to come)

Playable Character Animation Index
Basic
  • Idle
  • Run
  • Attack
  • Interact
  • Jump/Fall
  • Take Damage
  • Die

Additional
  • Walk
  • Talk
  • Prolonged Idle


Passive NPC Animation Index
Basic
  • Idle
  • Walk

Additional
  • Talk
  • Environment Interactions
  • Additional Idle Variances


Enemy Animation Index
Basic
  • Walk/Run
  • Attack
  • Take Damage
  • Die
  • Jump/Fall


Completed Animations
The following are a handful of completed animations that can be used as reference or inspiration. More can be found on the OPP Wiki Sprite Page



Edited by Noburo - 11 June 2015 at 4:43am
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Noburo
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Quote Noburo Replybullet Posted: 05 May 2015 at 7:08pm
I'll start things off and claim this guy to animate.
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Hapiel
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Quote Hapiel Replybullet Posted: 06 May 2015 at 1:58am
Cool! I've been waiting for this post!

Some requests:
Frog jump animation can be recolored to the other two versions

These guys could use NPC animations


I've animated this idle animation, and I'd like him to be a hero for the game version DDR is working on, so I'll get started on a running animation too!




Edited by Hapiel - 07 May 2015 at 8:53am
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Hapiel
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Quote Hapiel Replybullet Posted: 12 May 2015 at 3:48pm
I was working on this running animation, but now I wont have time for another week. Will finish it later, the arms might need to be redone. Also I just remembered that I wanted to change the idle animation, Gabriel made some new hands for him..



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Motrox
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Quote Motrox Replybullet Posted: 12 May 2015 at 5:53pm
I'll try and contribute!
Great running animation,

Edited by Motrox - 12 May 2015 at 5:53pm
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Damian
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Quote Damian Replybullet Posted: 13 May 2015 at 12:32pm
Awesome, looking forward to man :)

Hapiel, looking good so far! I might edit the character and add minor design changes. They should be so small that I could probably edit them straight into your animation. I'll send you the edit and we can decide if its any improvement when you're back.
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Hapiel
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Quote Hapiel Replybullet Posted: 25 May 2015 at 3:19pm
I still need to change the hands in the idle, but here is the running


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Kazen
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Quote Kazen Replybullet Posted: 25 May 2015 at 11:09pm
The running animation looks great!

I've created a walk-animation for a villager I've been working on. I couldn't figure out how to playback the animation in 12.5FPS using photoshop, so I just put 0.1 sec delay between the frames (which looks like it's close to correct?). At least it's 8 frames so it should look ok.


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Hapiel
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Quote Hapiel Replybullet Posted: 26 May 2015 at 11:13am
Nice! I am happy you brought it to life :D
There should be 0.08 sec delay between frames. Every software displays this differently ;)

Somehow it looks a bit like it is stomping on the floor, which I tried to fix but I failed.. :(




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Kazen
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Quote Kazen Replybullet Posted: 26 May 2015 at 2:07pm
Well, I do realize that the animation is shown differently, but a close approx is good to see how it can look :) 0.08 is a good reference then!

As for the animation, what about your edit don't you like? I say it's fantastic and would call it done. I Like the edit on the hair and the stomping is gone (I do agree that it was very much stomping on my first iteration iteration). I think you cleaned the skirt too (though I could be wrong, looking through my mobile now). Looks Great though, just need an idle too :)
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Hapiel
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Quote Hapiel Replybullet Posted: 27 May 2015 at 5:06am
New idle animation with better hands:


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Kazen
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Quote Kazen Replybullet Posted: 29 May 2015 at 7:20am
Really nice animation!

I gave it a shot to try and do an idle animation too.


Also, I did a _really_ minor cleanup on your walkanimation too :)

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Kazen
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Quote Kazen Replybullet Posted: 10 June 2015 at 11:58pm
Wanted to animate the chest from the cave-set since it looks so good :) Did one with and without the lock.




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Noburo
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Quote Noburo Replybullet Posted: 11 June 2015 at 4:45am
Very cool! I was just thinking that the chest needed an opening animation last night! I love how bouncy it is! I've updated the main post to include your animations.
On a side note, I'm still working on animating the golem, so hopefully I'll have some updates to post for that pretty soon, as well as some other misc. animations I've been working on.
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Damian
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Quote Damian Replybullet Posted: 11 June 2015 at 8:58am
Kazen :D I somehow missed the girls animations, which are excellent. I really like the Chest too, particularly how the lock falls off. Great work man.
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Kazen
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Quote Kazen Replybullet Posted: 18 June 2015 at 9:59am
I've made an update to the skeleton-enemy.



I've also made an attempt to do a walk-animation. I'm not sure if I'm satisfied with how the arms moves though, maybe someone has a suggestion on how to change? I think in general that the sword should be pointing upwards so it looks like it's ready to do an attack at any time though.



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Noburo
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Quote Noburo Replybullet Posted: 18 June 2015 at 8:11pm
You are off to a great start with that animation! The hard work is out of the way, but I may try and tweak a couple things this weekend. There are a few parts that seem a bit clunky, mostly with the hands and torso, but that will come down to tweaking a few pixels to smooth it out. Hopefully I will have wrapped up several other pieces I have been working on that I can post at the same time. :)
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Kazen
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Quote Kazen Replybullet Posted: 20 June 2015 at 12:51am
Noburo: Cool. I'm trying to fix some of the things that were mentioned on slack too :)
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Quote Kazen Replybullet Posted: 21 June 2015 at 1:16am
Alright, so I've tried to fix some of the issues with the animation. adding some movement to the arms and more tilt to the foot on in the back. haven't done anything to the torso, don't know what you're suggesting to do with it :)




Edited by Kazen - 21 June 2015 at 1:17am
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Damian
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Quote Damian Replybullet Posted: 21 June 2015 at 8:09am
Thats great :) Can't wait to see that in game!
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CatPawns
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Quote CatPawns Replybullet Posted: 03 October 2015 at 11:38am
U are making a metroidvania? or just a platformer?
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Noburo
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Quote Noburo Replybullet Posted: 07 October 2015 at 8:26am
Well, metroidvania is sort of a sub-genre of platformers, and since we're not really making the game, just the assets, it could potentially be used for either.
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melanke
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Quote melanke Replybullet Posted: 06 June 2016 at 2:55pm
I am developing a Monkey Char:


I am very satisfied with my first try haha, I thought I would not be able to draw characters and animations.

Please tell me how I could improve it :)
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Quote JadeWhiskers Replybullet Posted: 21 June 2016 at 3:05pm
Wow, that's a rad Monkey! The animation is looking great as well, and I'm loving the bandana

My first thought when I saw him running was that his upper arms might look more natural if they were moving slightly out of sync. Like one hand landing on the ground before the other to get that flow of motion.

Hope this helps, and can't wait to see more!
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melanke
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Quote melanke Replybullet Posted: 21 June 2016 at 6:59pm
Thanks Jade, your suggestion is a good idea, it might take a really big improvement on the animation, I will fix it and post it here again :)
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pistachio
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Quote pistachio Replybullet Posted: 18 February 2017 at 9:21pm
Bump for great justice.

Player 1 idle (updated):


Player 1 looking back:


Player 2 walking (WIP, needs cleanup):


Player 4 walking (WIP, needs inbetweens + cleanup):


Leafbug alert:


Leafbug flying:


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