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Adsolution
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Re: ELEM Game Project (Elem can now Walk!)

Post by Adsolution »

Keyframe animation isn't really any more difficult to fuck up than frame-by-frame animation, people have just gotten really lazy when it comes to animation in regards to the total asshatting freedom that keyframing provides.

It should be thought of like this: Frame-by-frame animation is standard, and it's the basis of all animation. Now if you turn those frames into keyframes with tweens in the middle, you've suddenly got keyframe animation. Most everything you draw if you were doing frame-by-frame should still be there, the tweens are there to bring it all together.

If you're thinking 'how are separately drawn frames supposed to be tweened together?' Well here's the answer: they aren't. They really should just be drawn separately with no tweening. Why? Yes, you can rig things in Flash, but it seriously restricts your character's movement. If you're animating an arm for instance, you would only be able to animate this arm along the X and Y planes, thus making it look horribly awkward. Now if Flash does have the ability to rotate a bone around a pseudo-Z plane, then that's God-damn pointless as you at that point might as well just use 3D software with a cell-shader.

A viable answer to the bolded question above would actually be rotoshopping; it's a system that uses a bit of artificial intelligence to tween frame-by-frame animation, essentially doing what some might consider to be the impossible (first practically demonstrated in Disney's Paperman. Do 2D game engines support this? I've never heard of one that does, so you'd better stick to frame-by-frame when animating a limbed character unless you want your game to look like a Shitty YouTube Flash Cartoon*.

*Yes, I know Rayman Origins used keyframe animations, however they also had an enormous amount of different sprites they had drawn to flip to at any point; this is an example of how the tweens simply compliment the animation instead of taking over. In Rayman's case though, since he had no limbs, keyframe animation would actually be ideal. Character/flexible animations that solely rely on sparce keyframing are what make all those SYTFC's look all 'drifty,' like nothing ever sits still.



Lel, that post turned out quite long. Sorry about that.
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Re: ELEM Game Project (Elem can now Walk!)

Post by Shrooblord »

Those are some good views on the subject, though.

I've always found 'manual tweening' nicer - making 'keyframes' first in frame-by-frame and then filling in the rest of the animation with more frame-by-frame drawings. I like doing it more and generally, the result is better too, because the animation is more 'alive' and you can definitely see the work that was put into it.

Surprisingly, take a look at a program like Futurama in slow motion, and you will see a surprising lack of in-between-frames. You can study it well on how to create fluid animation without giving yourself too much work.
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Re: ELEM Game Project (Elem can now Walk!)

Post by neo »

How's this goin? :mrgreen:
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Re: ELEM Game Project (Elem can now Walk!)

Post by Bradandez »

Adsolution wrote:Keyframe animation isn't really any more difficult to fuck up than frame-by-frame animation, people have just gotten really lazy when it comes to animation in regards to the total asshatting freedom that keyframing provides.

It should be thought of like this: Frame-by-frame animation is standard, and it's the basis of all animation. Now if you turn those frames into keyframes with tweens in the middle, you've suddenly got keyframe animation. Most everything you draw if you were doing frame-by-frame should still be there, the tweens are there to bring it all together.

If you're thinking 'how are separately drawn frames supposed to be tweened together?' Well here's the answer: they aren't. They really should just be drawn separately with no tweening. Why? Yes, you can rig things in Flash, but it seriously restricts your character's movement. If you're animating an arm for instance, you would only be able to animate this arm along the X and Y planes, thus making it look horribly awkward. Now if Flash does have the ability to rotate a bone around a pseudo-Z plane, then that's God-damn pointless as you at that point might as well just use 3D software with a cell-shader.

A viable answer to the bolded question above would actually be rotoshopping; it's a system that uses a bit of artificial intelligence to tween frame-by-frame animation, essentially doing what some might consider to be the impossible (first practically demonstrated in Disney's Paperman. Do 2D game engines support this? I've never heard of one that does, so you'd better stick to frame-by-frame when animating a limbed character unless you want your game to look like a Shitty YouTube Flash Cartoon*.

*Yes, I know Rayman Origins used keyframe animations, however they also had an enormous amount of different sprites they had drawn to flip to at any point; this is an example of how the tweens simply compliment the animation instead of taking over. In Rayman's case though, since he had no limbs, keyframe animation would actually be ideal. Character/flexible animations that solely rely on sparce keyframing are what make all those SYTFC's look all 'drifty,' like nothing ever sits still.



Lel, that post turned out quite long. Sorry about that.
No need to apologize, I think this post is really informative, It also proves a point and also goes with my opinion about why I prefer traditional animation over tweens and such. I want for everything in ELEM to be as fluid as they can be. Like you stated each character will have a major amount of sprites. For example, take a look at this sprite sheet for Earthworm Jim.

http://spritedatabase.net/files/snes/39 ... ormJim.gif

See how many images it takes in order to create a single animated action. This is video game animation at it's highest (well for me, I man by God! Have you seen this game in action? It's like watching a cartoon, the same goes for Rayman Origins.)

Another fluid one I recently found is the original Rayman sprite.
http://spriters-resource.com/gameboy_ad ... rayman.PNG

It's the minor details that make a huge difference.
neo wrote:How's this goin? :mrgreen:

Pretty good. Though I've halted any progress in animation due to school recently; gladly my school year ends in late May. I will be spending my summer learning how to animate in order to produce some cartoons first before fleshing ELEM anymore. But while waiting to finally getting out of school, I will be working on the third World image; Aquatic Water World and I will finish coloring the Whale's Anatomy level card art. Also I will scouting for any more programmers, artists, musicians, and anyone in between.

And again, I am working on Elem's voice, but I am not linking on how it sounds. I really think it's me only, when ever I make my voice at the pitch I want Elem to sound like it still sounds low pitch for my taste. I dunno, I just may end up giving a sample of Elem's voice and let you guys be the critics on this one.

End of post.

EDIT: Not end of post, but beginning of edit. I also wanted to state I've also added "Moonlight Sonata 3rd Movement" onto the list for ELEM's soundtrack. Though it won't be used in anything I've revealed relating to Worlds and levels.
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Re: ELEM Game Project (Elem can now Walk!)

Post by Shrooblord »

Bradandez wrote:For example, take a look at this sprite sheet for Earthworm Jim.

http://spritedatabase.net/files/snes/39 ... ormJim.gif

See how many images it takes in order to create a single animated action.
Yes, but also note how little actual movement occurs inbetween frames. This is especially noticable when he draws back his blaster from firing, or when he uses his worm-ness as a grappling hook. Big, fluid movements captured in a single image and gone in a next. These keyframes are really all that's needed for a nice, fluid and great looking animation. The style is similar to the simple movements of the Futurama cartoon (I only keep to this example because it's a good one).
Bradandez wrote:Another fluid one I recently found is the original Rayman sprite.
http://spriters-resource.com/gameboy_ad ... rayman.PNG

It's the minor details that make a huge difference.
Indeed - in this case, the animation doesn't change a lot between images and the result is different again: you need far more subimages to create one motion, but every subimage consists of parts of static images that are reused over and over again; take a look at his hands in the different animations - they'll remain the same images throughout the entire sprite sheet.

Earthworm Jim's sprites are all hand-drawn for the occassion and are therefore unique; Rayman's are all drawn for different occassions and are variations of static images in different positions.

Whichever method you choose to use is up to you and is based on your own idea of how you should animate. Both methods have completely different workflows and both are meticulous in completely different ways.

I've used both of them in the past and I can say that both have incredibly advantageous points to them. Personally, I like the EJ-style more to work with myself, because the Rayman method can get you in that "now I just need to move this part one pixel up" zone where you can spend hours making a single animation look absolutely perfect. But then again, the EJ-method also means you need to draw every frame correctly, where in the Rayman style you know you've got the images you want already, but just need to place them rightly. Choose wisely between whichever workflow suits you best!
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Re: ELEM Game Project (Elem can now Walk!)

Post by Adsolution »

Rayman in the first game is animated the same way he is in Origins, with keyframes and swapping out sprites. Just making sure this is known.
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Re: ELEM Game Project (Elem can now Walk!)

Post by Shrooblord »

Yes, exactly. In Origins, of course, there was the clever use of some Flash-like stretching and warping mid-animation, but the general technique is the same.
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Re: ELEM Game Project (Elem can now Walk!)

Post by Bradandez »

ELEM: Summer Spectacular Update!!!

Featuring the ELEM Summer Spectacular Update! Yes after months of hard work (procrastination), sweat and blood (girly tears and moody fits), and dedication (did this instead of assignments) I have made many concept work to show what ELEM will have to offer in its final state. ELEM is still in it's planning stage but it's at the far edge of the stage and I would like to announce that ELEM shall start development in late 2014. Now with that outta the way, let's begin the Summer Spectacular Update!

Aquatic Water World
Image
Get your snorkels kiddies because we're going under the sea to explore Aquatic Water World! King Briny Blu rules the land beneath the Water. Let me tall you, Briny Blu is one gnarly buff merman! Aquatic Water World is home to Elem's girlfriend, Princess Naiad, and all the mer-people. Aquatic Water World has the most beautiful coral reefs your eyes have ever seen! and the underwater caverns and mountains are a sight to see! The sea life creatures and plant-life are silly as they are dazzling! and the evil secret underwater bases are as diabolical as ever! Wait a sec... zombie Pirates from Mist-tical Trove are invading Aquatic Water World? Capturing innocent mer-people and cramming them into cages!? Oh the horror!? And spilling oil and harassing the sea life too!?!? Oh the hu-MANATEE! The Evil trio have teamed up with Captain Zombie Beard to end the Hero Trio's quest to save the Worlds of Whimsical Domains, but Elem, Jeens, and Eli won't let that happen! Hero Trio go!


The Classic Element Royals

"It's the royals! The rulers who control their respective element and the land it represents. Boy, I tell ya, these four creations of mine were trouble from the moment I created them! After releasing the Guardians of the Galaxy, I needed these first batch of monarchs to balance the Worlds of Whimsical Domains and sent Native Tiki Vain to guide the siblings into ruling the lands in a harmonic peaceful way." -Yeldarb the Cartoonist

King Gem Jewel: Ruler of the Land of Earth
Image

King Mista Hava Lava: Ruler of the Land on Fire
Image

King Briny Blu: Ruler of the Land beneath the Water
Image

Queen Zephyrastra: Ruler of the Land in the Air
Image

Inside Gargantuan the Whale: Whale's Anatomy Level Card

As I promised each level will have it's on "Level Card" which will act as the loading screen and the pause menu indicator. Here's a clearer level card for the intestinal distressful level "Whale's Anatomy"! (Uncolored of course, I didn't want to color this one. Due to me being a very shitty colorist and I want the level cards to be painted instead of simple colorized with minimal eye pleasing shading.)
Image

The color scheme I wanted for the level card.
Image

Support Characters! Woo-Hoo!
These charming, groovy, and quirky characters are NPCs that Elem, Jeens, and Eli will be encountering through their journey to save the Worlds of Whimsical Domains! But who are they and what will they do?!
Image

Knole Age (pronounced knowledge (I made a pun, I must be funny))- It's Elem's little sister, Knole! Man those she know a lot! Knole has the IQ score of 201 (that's pretty smart, heck she's smarter than me!) Knole will teach you all of your radical moves and tell you what mission you maybe on! Also if you're stuck on a level, Knole would gladly tell you get lost, beat the level your dang self!

Native Tiki Vain-My main man, Vain! I'll tell ya, this tiki and me have been through quite some stuff ("awesome" and "horrible" stuff). Native Tiki Vain's job is the shapeshiftin' mask who knows how to get from place to place. He is the guardian of the whole Worlds of Whimsical Domains! Too bad, he's gotta protect the worlds from going insane than they already are, and leave you to defend for yourself!

Deels- Oh no, not this con artist. This little bugger is known as Deels, he owns about every 'Casino Craze' in every world! Deels is a baby-faced scammer who will want to rob you of your money and underwear (seriously, I'm not joking. Happened to me once.) Try to avoid all temptations of Deels' casino mini-games.

Flora Nora- It's the chief's daughter, Flora Nora! She and her flying machine are a wonder to behold! Nora's flying machine will take anywhere you want in the Worlds of Whimsical Domains. She may want to lend a hand, but she's got better things to do like looking out for the Evil Trio. This mask wearing lass will be loyal in your heroic journey! Hoo-yah!

Genesis and Bliss- Eli's wonderful, older sisters! They overtake Knole and Vains' job in informing you the 411 at Sky Cloud Cove. They are about the most caring sisters any girl can ask for. Except Eli, she loathes them for being too kind. Though Genesis and Bliss don't mind because they love her no matter what. (aww! <3)

The Bad Guys: Those diabolical people who think they're actually going to take over the Worlds of Whimsical Domains

You know who they are.
Image

Elem's Voice (Uh-oh Bad News)
https://soundcloud.com/bradandez

Click there to witness my terrible voice acting for the character, Elem. With that I want to announce that I will not be voicing Elem anymore. I really think my voice is terrible for the character. I just put these up to show any voice actors or actresses who is interested on how the characters should pronounced their gibberish. All those are for showing the language, I mostly used Latin and added the suffix "-inium" (a little science joke because most elements end in -inium") combined with just plain jibber jabber. "Elem eating a Heart Fruit" was just to test my mic and was accidentally uploaded.

Hope this update was fun and enjoyable to watch. Feedback/ criticism is appreciated. Thank you.
Last edited by Bradandez on Tue Jul 23, 2013 11:54 pm, edited 2 times in total.
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Re: ELEM Game Project (Summer Spectacular Update)

Post by Shrooblord »

I will point out once again that I like your colouring scheme a lot! The underwater world has so much more character now.
I see you there, little Yellow Submarine!

The Evil Dark Menace, however, is very hard to see because of how dark he is. Maybe you want to use a dark shade of blue or purple as opposed to pure black.
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Re: ELEM Game Project (Summer Spectacular Update)

Post by Bradandez »

Shrooblord wrote:I will point out once again that I like your colouring scheme a lot! The underwater world has so much more character now.
I see you there, little Yellow Submarine!

The Evil Dark Menace, however, is very hard to see because of how dark he is. Maybe you want to use a dark shade of blue or purple as opposed to pure black.
Thanks Shroob. :) I've been practicing with colors and as you can tell there not a single background element with a black outline, except Gargantuan who is a character. I mostly going to have all backgrounds be color outlined and characters black outlined to make it easier for the player to distinct on what's what. As for the Evil Dark Menace's skin. You are probably right, I was planning on making him have a very dark shade of gray but decided to have him with black skin. I shall test out different color schemes for him.
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Re: ELEM Game Project (Summer Spectacular Update)

Post by Bradandez »

BUMP

http://bradandez.deviantart.com/art/Hea ... -386807844

A little keyframe animation practice using the item "Heart Shield". This little doodad refills your whole health bar and gives you an extra hit for you won't take any real damage. Should be only found in Cheater's Chances.
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Re: ELEM Game Project (Summer Spectacular Update)

Post by Rulez »

I think it goes a little too fast. It should be slowed down.
Last edited by Rulez on Sun Jul 21, 2013 12:44 am, edited 1 time in total.
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Re: ELEM Game Project (Summer Spectacular Update)

Post by Master »

I agree with Rulez, as it stands, the fast motion makes it look a little stiff, slowing it down might make it look a little more organic.
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Re: ELEM Game Project (Summer Spectacular Update)

Post by Adsolution »

Plus, I think it would be nice to have three or four different drawn frames instead of just one with keyframes doing all the work.

In regards to flying, remember that the body and wings do not move at the same time. If you're going to slow it down and have the wings affect the body on every wingbeat, the body would realistically lag behind a bit. If you want to make them faster (at the speed it is now or even faster like an insect's), the bobbing of the body would at this point be entirely separate from the wings, and it would bob very slowly while the wings beat quickly.
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Re: ELEM Game Project (Summer Spectacular Update)

Post by Shrooblord »

Exactly. I don't necessarily mean to self-plug, but take a look at André in my sig. Now amplify that effect, because I still kept the wings a bit too slow (realistically).
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Re: ELEM Game Project (Summer Spectacular Update)

Post by Rulez »

were teh 4 horsemn of crushen dreems wif critickue!!!!! brad u shud watch owtf four ass i mean us :) :) :)

No but they say very good a critique also, I agree of completion.
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Re: ELEM Game Project

Post by Bradandez »

Oh no not critiques! One of my many weaknesses! No, but really, those are really great comments I'll see what I can do. In the meantime though a person contacted me saying he would love to compose music for ELEM. His work can be found in the link I'm providing: http://ennio-nicolosi.bandcamp.com/ I want to let you guys hear his stuff and see what you guys think. I think it's pretty good.
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Re: ELEM Game Project

Post by Bradandez »

IMPORTANT to Voice Actors...

I am probably going to ditch the idea of the ELEM characters using gibberish as their main language. I'm going with real languages as I think it would add a bit more opportunities into adding gestures, expressions, and just giving them more personality.
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Re: ELEM Game Project

Post by Bradandez »

Ehh another stupid bump.

-I am currently writing the basic structure of ELEM's story.
-I am also making assets and reworking Sky Cloud Cove.
-I am also fleshing out NPCs and the Worlds of Whimsical Domains
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Re: ELEM Game Project

Post by Rulez »

Sounds good : )
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