Hello again!
I recently ran the static version of this image past my Facebook network and received some solid feedback about pretty much everything about my sprite. I am testing out a rough animated version now and would love to share it with the community here as well. Would you mind giving me your thoughts on this?
I'm not going to say too much so as not to overly colour your perceptions ahead of time. I would just like you to think of an art asset for a top-down, vertical shmup. The image can be found here:
https://www.dropbox.com/s/yvjxp9odl23m7 ... mation.gif
Note that you'll probably need to download the file first before viewing so as to see the animation run. It's intended to be viewed at 60x116 px.
If you'd like to help then first - thank you very much - and please: Tell me what you see!
Image colour, sizing and animation test -- What do you see?
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6es_clinton
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Image colour, sizing and animation test -- What do you see?
Credit-feeding since 1983
Re: Image colour, sizing and animation test -- What do you s
At first glance I thought it was a ship -- until I realized it was a woman on a bike (thanks to her arms and legs). Perhaps the reason I thought it was a ship rather than a bike was the absence of wheels.
Doodle/development tumblr : http://wyleong.tumblr.com
Art (rarely updated) : http://animenifestor.deviantart.com
Art (rarely updated) : http://animenifestor.deviantart.com
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6es_clinton
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Re: Image colour, sizing and animation test -- What do you s
Thanks for taking the time to check out the animation, laxa88!
I don't want to get into specifics on the image just yet. I'm holding out for a few more people to chime in with their impressions if possible.
I don't want to get into specifics on the image just yet. I'm holding out for a few more people to chime in with their impressions if possible.
Credit-feeding since 1983
Re: Image colour, sizing and animation test -- What do you s
I see a lady on some sort of motorised and horned vehicle.
I see the lady will get her hair burnt by the flames rejected by the vehicle.
I see the lady has nice symmetric legs, but her arms are quite long, thin, too symmetric, and not the same color as her legs.
Finally, I am disappoint I cant see more part of the lady ! If this sprite is supposed to move left-right, please consider adding some balancing moves revealing more naked parts of her
I see the lady will get her hair burnt by the flames rejected by the vehicle.
I see the lady has nice symmetric legs, but her arms are quite long, thin, too symmetric, and not the same color as her legs.
Finally, I am disappoint I cant see more part of the lady ! If this sprite is supposed to move left-right, please consider adding some balancing moves revealing more naked parts of her

Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
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BPzeBanshee
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Re: Image colour, sizing and animation test -- What do you s

A bit of Right Click > View Source and looking for direct URL rather than relying on Dropbox's generated page works wonders. Alternatively, a real image hosting site.
I'm having some trouble seeing the legs, and the horns aren't symmetrical up top. Take this with a grain of salt though as I'm not really much of an art guy compared to some graphicswhores on this forum.
Re: Image colour, sizing and animation test -- What do you s
A person (probably a woman because they have long hair) with fuschia hair and yellow clothing riding some kind of post-apocalyptic, rocket powered motorbike/chopper. It looks like there is some blood or war paint on those prongs on the vehicle's sides, so I suspect that this person means business.
Re: Image colour, sizing and animation test -- What do you s
A punkish, future jet bike and girl.
... Can kind of see how you're framing this, presuming hitbox is her head/body. However, imho turned off by a couple of things: the colour clashes, boxy hands, heart shape at the front (perhaps meant to just be an arrow), front fin roughness makes it look slightly wing like... heart and wings - urgh... slight lack of symmetry, exhaust jet style/look and if it's a kind of pony tail perhaps have a suggestion of cinch and/or mark where head and hair band would be... looks a bit like a hair slug.... though the whipping kind of anim and fringe is generally kinda good, just feels like it could do with a touch of shape variance joining the head.
Art style feels a bit 'where's wally'/cartoon flat, ignore this as a criticism if it is as intended. Lacks a certain bloby/rounded/solid feel when flat, could be countered with a bit of highlight shading to add volume.
... perhaps it's not really the lack of symmetry too much, just that it's off center since there's no central pixel in the example gif and/or that equates to a mismatched border size on the gif... only by a pixel, but that just feels off
... Looks like it's been scaled into this current size without a rework? Seems to be odd aliasing artifacts... Presume asset is intended to be aliased but perhaps consider cleaning up aliasing post scale, and/or simplifying the shapes prescale - makes the side blade/wings look rather rough/jaggy.
Please consider less clashing colours, they can still oppose but without perhaps clashing so much. Tonally works alright although perhaps consider a highlight shade on hair to give it and the head a touch of volume and match/come closer to the intensity of the white parts of the bike. Exhaust plume could do with a more definite shape/style and colorisation... eg. perhaps a cone and an outer... or some suggestion of flame... a slight variation/pulse here would be a good addition to animation cycle, or perhaps just as another asset when the player moves/changes direction ... if you're having alpha'd effects elsewhere, then a spot of that too.... could accent a bit of the bike back with exhaust colour... at least the exhaust itself.
Would love to channel a bit of batrider into this, but perhaps I'm just missing what you're after?
Hope this helps.
... Can kind of see how you're framing this, presuming hitbox is her head/body. However, imho turned off by a couple of things: the colour clashes, boxy hands, heart shape at the front (perhaps meant to just be an arrow), front fin roughness makes it look slightly wing like... heart and wings - urgh... slight lack of symmetry, exhaust jet style/look and if it's a kind of pony tail perhaps have a suggestion of cinch and/or mark where head and hair band would be... looks a bit like a hair slug.... though the whipping kind of anim and fringe is generally kinda good, just feels like it could do with a touch of shape variance joining the head.
Art style feels a bit 'where's wally'/cartoon flat, ignore this as a criticism if it is as intended. Lacks a certain bloby/rounded/solid feel when flat, could be countered with a bit of highlight shading to add volume.
... perhaps it's not really the lack of symmetry too much, just that it's off center since there's no central pixel in the example gif and/or that equates to a mismatched border size on the gif... only by a pixel, but that just feels off
... Looks like it's been scaled into this current size without a rework? Seems to be odd aliasing artifacts... Presume asset is intended to be aliased but perhaps consider cleaning up aliasing post scale, and/or simplifying the shapes prescale - makes the side blade/wings look rather rough/jaggy.
Please consider less clashing colours, they can still oppose but without perhaps clashing so much. Tonally works alright although perhaps consider a highlight shade on hair to give it and the head a touch of volume and match/come closer to the intensity of the white parts of the bike. Exhaust plume could do with a more definite shape/style and colorisation... eg. perhaps a cone and an outer... or some suggestion of flame... a slight variation/pulse here would be a good addition to animation cycle, or perhaps just as another asset when the player moves/changes direction ... if you're having alpha'd effects elsewhere, then a spot of that too.... could accent a bit of the bike back with exhaust colour... at least the exhaust itself.
Would love to channel a bit of batrider into this, but perhaps I'm just missing what you're after?
Hope this helps.
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6es_clinton
- Posts: 16
- Joined: Mon Apr 28, 2014 9:29 pm
- Location: Vancouver
- Contact:
Re: Image colour, sizing and animation test -- What do you s
Hey, thanks for the great feedback, guys!
This was my artist's first pass at the playable character in my game. And what you see here is more or less a quick n' dirty resize so that I could get something inside the game quickly and start gauging scale, shape, etc..
We are indeed going for a long-haired woman riding a hover bike / speeder-type vehicle. Everyone has keen eyes to have picked this out along with a host of other great observations.
I too noticed the asymmetry. When the human element is involved I don't quite mind it so much but I know it can be jarring to a lot of discerning eyeballs out there. It's one of many things we will be tweaking in the next few weeks.
The overall look may need to get simplified quite a bit. We're working in GM Studio and it's not very welcoming to anti-aliasing. My artist is going to try reworking his stuff in the pencil tool vs. the brush or look into making vector sprites. We can also consider pixel art or try using a workaround posted years ago on the GM forums.
This was my artist's first pass at the playable character in my game. And what you see here is more or less a quick n' dirty resize so that I could get something inside the game quickly and start gauging scale, shape, etc..
We are indeed going for a long-haired woman riding a hover bike / speeder-type vehicle. Everyone has keen eyes to have picked this out along with a host of other great observations.
I too noticed the asymmetry. When the human element is involved I don't quite mind it so much but I know it can be jarring to a lot of discerning eyeballs out there. It's one of many things we will be tweaking in the next few weeks.
The overall look may need to get simplified quite a bit. We're working in GM Studio and it's not very welcoming to anti-aliasing. My artist is going to try reworking his stuff in the pencil tool vs. the brush or look into making vector sprites. We can also consider pixel art or try using a workaround posted years ago on the GM forums.
Credit-feeding since 1983