Pixel Art Class - Platformer Jump Animation

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

ความคิดเห็น • 80

  • @BluesInSeattle
    @BluesInSeattle 4 ปีที่แล้ว +63

    So. I setup my TV with TH-cam with a search on "pixel art tutorials". I feel asleep and woke up about an hour later to your video where you were doing the jump and swirl. I'd never seen your channel until that moment. Very nice workflow.

  • @Kayseurounet
    @Kayseurounet 4 ปีที่แล้ว +37

    You're really amazing at teaching, and at teaching pixel art in this case. Thank you so much for all of your videos.

  • @FioreFire
    @FioreFire 3 ปีที่แล้ว +9

    Interesting reference note for those looking to add more detail: some games have 2 distinct rising animations (ex: Castlevania: Ritual of the Night). For stationary jumps, the pose is straight vertical, and for forward-moving jumps the pose leans heavily forward. It makes for a very dynamic look, and can be a cool way to highlight the actual movement of the character. All about the little things.
    (The top of the arc and the falling animations are the same regardless of movement)

    • @tech6hutch
      @tech6hutch ปีที่แล้ว

      I think Celeste does this too

  • @Nimoyd
    @Nimoyd 4 ปีที่แล้ว +5

    jump anims are so important, and easily underestimated. everything that gives you the feeling of physics, or gravity, makes a difference

  • @ThePixelExpedition
    @ThePixelExpedition 4 ปีที่แล้ว +8

    I've watched all your animation videos. I can't get over how satisfying and complete your process is. It's amazing to see it come to life bit by bit. Your insights are always inspiring. Thanks for another great tutorial!

  • @adygombos4469
    @adygombos4469 4 ปีที่แล้ว +8

    Super useful tutorial, I love it!
    I would like to add, USE REFERENCE. You can get amazing reference from filming yourself jumping! Try a few of them, jump normally as you would, with your knees to the chest, maybe with a hand up (like superman taking off) Then you can look up some parkour videos if you want some more interesting jumps. And lastly, look up at professional animation, see how those characters jump.
    Choose the parts that you like and keep them as reference when animating. Also look up the 12 principles of animation, they're simple and easy to remember. (but hard to master)
    And of course, this works for every action that you're trying to animate, not only jumps. One more thing, for some actions, you can repeat them while you're animating. For example you want to animate a character stretching. Stretch, animate a bit, if you didn't quite get feeling of the action, stretch again, and so on. Maybe it doesn't sound that useful, but it really is.
    And you can integrate everything with this amazing tutorial.

  • @sosasees
    @sosasees 3 ปีที่แล้ว +7

    I like to number my legs and arms:
    • Arm 1
    • Arm 2
    • Leg 1
    • Leg 2
    This way, I don't get confused even when they switch layers.

  • @calcite_dragon
    @calcite_dragon 2 ปีที่แล้ว +2

    Thank you for this, It really helped me. And in general, you just help me a lot in not giving up, even when I can't seem to find a solution. I have one word: Inspiring.
    Thank you.

  • @makell6597
    @makell6597 ปีที่แล้ว +2

    im new to aseprite, and i been going through all your videos . the one thing i notes is that a lot of your handling while drawing with a tablet is with your righthand , im lefty and its a little harder when it comes to rearranging my set up since im stuck with a right handed set up, also my tablet is not a small one, it a ep-pen 27 inch screen. but other than that , i am learning a lot of the software from you. and hope i can even worth with you at some point in the future. again love your videos. im on lesson 23 right now still watching the rest of the videos.

  • @NightRunStudio
    @NightRunStudio ปีที่แล้ว

    This video was transformative for me! I can't believe I learned so much in one video. Thanks for this!

  • @MordGuffmanOfficial
    @MordGuffmanOfficial ปีที่แล้ว

    You are a great teacher. Thank you for making these video's! Starting to make my first game and it looks 1000% better. yes 1000%. Big thanks!

  • @niri8092
    @niri8092 4 ปีที่แล้ว +1

    I really love your videos, didn't catch a stream yet, I don't plan on doing animation or jumps anytime soon, but it's still just so cool learning stuff from you!

  • @markvador6667
    @markvador6667 4 ปีที่แล้ว

    You are the best pixel artist i've found so far... Thanks you Adam

  • @monkeyman8393
    @monkeyman8393 3 ปีที่แล้ว

    this is stunningly educational

  • @leemmiroff
    @leemmiroff 4 ปีที่แล้ว

    Один из лучших каналов по пиксель арт!

  • @AzzJonathan
    @AzzJonathan ปีที่แล้ว +1

    I just wanted to say that I think your videos are fantastic - your explanations are clear and concise, and I've learned so much from them! I'm actually experimenting with the Animate Float curve that you demonstrated for jumping, and I've found that it really helps me fine-tune the height and timing of my character's jumps. However, I've been having some trouble with consistency: even if I hold down the jump button for the maximum amount of time, my character doesn't always jump to the same height. Do you have any tips for how to maintain more consistent jump height using this method? Thanks in advance!

    • @AdamCYounis
      @AdamCYounis  ปีที่แล้ว +1

      If I understand you correctly, what you're describing has to do with sampling an animation curve consistently over time to get the same height. This mostly comes down to the strategy you use for resolving the curve for velocity and the sampling method. What I do is take the delta time between current and previous frame, and check the distance in the evaluated curve between them, distance / time = speed so that should be accurate as long as you're sampling every frame, which you do by using FixedUpdate() and fixedDeltaTime assuming you're using Unity. If it's done inside the Update loop the resolution of the curve will be more variable, and the final height will likely be inconsistent.

    • @AzzJonathan
      @AzzJonathan ปีที่แล้ว

      @@AdamCYounis Thanks I will try it out! I am using playmaker in unity, but it should still use fixed update when you toggle the function.

  • @sirwonka_177
    @sirwonka_177 4 ปีที่แล้ว

    I needed this I learn so much from these videos!

  • @_HXHfan
    @_HXHfan 3 ปีที่แล้ว

    Dude! you're a beast!

  • @enFAA2323
    @enFAA2323 ปีที่แล้ว +1

    Después de buscar por casi media hora un video sobre cómo animar un salto por fin encontré este, gracias me haz ayudado mucho.

  • @tigerking1329
    @tigerking1329 8 หลายเดือนก่อน

    Awesome!

  • @responseboby
    @responseboby 3 ปีที่แล้ว

    You're awesome! Brazilian here

  • @rustyforge
    @rustyforge 4 ปีที่แล้ว +3

    Jump is always hard because you gotta take into account not just the graphical animation but also the game engine mechanics. I love making manual animations but lately have been looking at breaking my pixel art apart and rigging it giving a bit more unique look. What are your thoughts on that?

    • @AdamCYounis
      @AdamCYounis  4 ปีที่แล้ว +1

      I've seen it done before. Personally, it's not really my thing because it means the rigged components will most likely be rotating, and rotated pixel art isn't really authentic. To preserve that authenticity, you could try filtering the screen with a low-res texture so it's "re-pixelated" but then i'd probably say it's best to use a source artstyle that's closer to vector art. This way, you get clean vector graphics that are pixelated once and will always look good rotated. I used this technique for the bow in Arrowbound. It's just a clean vector shape that's being pixelated in real time. Also see the game "A Short Hike" for the same kind of effect over untextured 3D graphics.

  • @PikCelAlien
    @PikCelAlien 4 ปีที่แล้ว

    Yes. This is the i want. Thank you

  • @KouD3Graw
    @KouD3Graw 3 ปีที่แล้ว

    this is what i was looking for. I want to be able to know how to make my game look and feel like it has tight controls rather than floaty or like the the character is trying to jump from a magnetic environment. Now i see how. :) (plus actual good physics )

  • @alirezahadipour1753
    @alirezahadipour1753 4 ปีที่แล้ว

    this is really helpful. thank you.

  • @erniebeasley8521
    @erniebeasley8521 4 ปีที่แล้ว

    Kinda funny I’m working on a game atm when I got the notify for this 😆

  • @sioyen29
    @sioyen29 4 ปีที่แล้ว +3

    Can you make a tutorial on the tileset workflow.?
    Thanks🙏🏼

  • @Distortion3933
    @Distortion3933 4 ปีที่แล้ว

    Great video as always. Are you using the pixel perfect camera to handle the resolution changes? I've always wanted to learn more about resolution and how Unity handles it when looking at multiple devices.

  • @mrblacksoot1207
    @mrblacksoot1207 2 ปีที่แล้ว

    Hello, thx for the great tutorial! I'm learning a lot :-) One question regarding the coding section. Which class is s_airborne and animator, a.GetAnimator() from. I can't find any with the members spriteList and Play(), playing :-(

  • @zolan4277
    @zolan4277 3 ปีที่แล้ว +2

    Thank you for saying "gif" the 'wrong way' but the way it 'should' be said. :D

    • @vladv5126
      @vladv5126 3 ปีที่แล้ว +1

      Actually it's the correct way. The G stands for Graphical. Hard G.

    • @zolan4277
      @zolan4277 3 ปีที่แล้ว +3

      @@vladv5126 except the people who invented the format specifically said it is pronounced jiff. So I consider that the idiotic 'correct' way of saying it. But as you said, it should obviously be a hard G and that is how I will pronounce it.

  • @dabsouljaboy
    @dabsouljaboy 3 ปีที่แล้ว

    i like that you used the terminology short hop ala platform fighters

    • @AdamCYounis
      @AdamCYounis  3 ปีที่แล้ว +1

      It's all about the schmovement.

  • @lcsteam9310
    @lcsteam9310 4 ปีที่แล้ว +2

    Hey adam, can you make isometric pixel art tutorials? If you can't there is no problem but
    I would like to learn isometric pixel art from you...

  • @ToastedGears
    @ToastedGears 4 ปีที่แล้ว

    Praise the Bread

  • @GarrethandPipa
    @GarrethandPipa 3 ปีที่แล้ว

    I like to rotate a little forward lean on jumps... it seems a little less stiff

  • @ArnaudMEURET
    @ArnaudMEURET 2 ปีที่แล้ว

    🤗Many helpful things! But am I the only one to feel that some fluidity was lost somewhere between the _blocked_ phase and the final shaded animation? 🧐

  • @mightyduke7286
    @mightyduke7286 ปีที่แล้ว

    what software do you use ?
    to design the pixel art, levels, and what engine?

  • @DanKayser
    @DanKayser 3 ปีที่แล้ว

    13:50 bro that sounded like "the beautiful people - Marilyn Manson" introduction hahaha

  • @SneakingMilk
    @SneakingMilk 3 ปีที่แล้ว +1

    What is Helpers.Map in the sprite code. I don't see this anywhere in the Untiy API?

    • @alexandresantos4380
      @alexandresantos4380 2 ปีที่แล้ว

      A função é:
      public static float Map(float value, float min1, float max1, float min2, float max2)
      {
      return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));}

  • @Zicore47
    @Zicore47 3 ปีที่แล้ว

    Can you someday go in detail about how you solved the "is Grounded" state for your character. My solution uses a separate collider for the feet, but when the feet don't touch anything, but the main collider does, my character gets stuck on edges. In short, this problem has a lot of edge cases and I'm curious how you solved it :)

  • @javiersuarez6782
    @javiersuarez6782 3 ปีที่แล้ว

    I've got a question, where did the 1000/60 come from? I sorta got lost when he did that part.

    • @ArnaudMEURET
      @ArnaudMEURET 2 ปีที่แล้ว

      A time stamp would be helpful. Simply type the time you’re referring to. For example scratching his ear at 11:38. TH-cam creates the link.

  • @umapessoa6051
    @umapessoa6051 4 ปีที่แล้ว +1

    I was hoping for the dance you did at the end :(

  • @antonio_ponce
    @antonio_ponce 9 หลายเดือนก่อน

    Does anyone know what he did with the code, I reproduced it using blend tree in Unity but I feel like it's too much work when updating the sprites.

  • @wirrexx
    @wirrexx 3 ปีที่แล้ว

    Hey Adam a quick one. I have a jump animation done. My character does a small bend before jumping (anticipation). However When I jump. The animation happens midair instead of him bending his knees and then jumping. How can I fix this?

    • @AdamCYounis
      @AdamCYounis  3 ปีที่แล้ว +1

      In this tutorial, the animation needs to map velocity to the frames. max positive velocity should be frame 0, and max negative velocity should be the last frame. This assumes that we have immediate upward velocity on frame one, but bending the knees is more of a "pre jump" animation, as we're still on the ground for that part. So I'd consider having this pre-jump animation play on its own, at a normal frame rate, then transition into the jump and apply the velocity.

  • @N1NJ4ASSASIN1
    @N1NJ4ASSASIN1 3 ปีที่แล้ว

    how do you implement unity intellisense in vscode? I have a mac and I wanna use vscode instead of visual studio so I'd like to know

  • @shork5869
    @shork5869 4 ปีที่แล้ว

    dude you're so good at this, could u do a walk animation tutorial? that would be very helpful :O

    • @jony_tough
      @jony_tough 3 ปีที่แล้ว

      I think it's like run, but slower

  • @rickras4635
    @rickras4635 2 ปีที่แล้ว

    What program is he using in these presentations? This question was translated with google translator, ignore errors

  • @fanartzone928
    @fanartzone928 3 ปีที่แล้ว

    Out of curiosity. You'd make me realy happy fi you reply please! :) What were your criterias when you were choosing a resolution for your game. Why is it 640x360 for you?

    • @AdamCYounis
      @AdamCYounis  3 ปีที่แล้ว +1

      Because 640x360 scales to 720p, 1080p and 4k very naturally. 320x180 also works.

    • @fanartzone928
      @fanartzone928 3 ปีที่แล้ว

      @@AdamCYounis But 640x360 is a resolution for mobile game or it fits also pc/ps/switch platforms well? Sorry for bothering you with that questions but its confusing and i havent found anywhere on yt a good tutorial about resolutions for pixel games. A bigger resolution screens would lose quality when adapted to bigger/smaller screens/game platforms?

    • @AdamCYounis
      @AdamCYounis  3 ปีที่แล้ว

      @@fanartzone928 With pixel art, when you scale an image you use what's called "point filtering", so it stays crisp when being upscaled to higher resolutions. Most phones and TVs have similar resolutions these days, so it's not relevant. The pixel art is almost always multiple times smaller than the screen resolution.

    • @fanartzone928
      @fanartzone928 3 ปีที่แล้ว

      @@AdamCYounis So its by principal better to have smaller game screen and if so it would scale to bigger ones rather than having a bigger game screen that would lose qualiy when downscaled to smaller monitor. I guess making a game in 1920x1080 is not a good idea unless a character is somewhere near 190+ pixels wide then?

    • @AdamCYounis
      @AdamCYounis  3 ปีที่แล้ว

      @@fanartzone928 Yeah. It's not really a personal choice, pick any pixel art game made in the last 10 years, none of the art is natively 1080p. It's just super impractical, the pixels would be too small to appreciate, and yes, you would have to lose some when scaling down.

  • @marzi.7875
    @marzi.7875 2 ปีที่แล้ว

    what version of unity is this?

  • @DinoSharkCobra
    @DinoSharkCobra 3 ปีที่แล้ว

    What is Retrobox? Hit box manager? And how come I can’t find it?

    • @AdamCYounis
      @AdamCYounis  3 ปีที่แล้ว +2

      It's a custom animation editor that I created to apply hitboxes to my sprite sheets. It's not available anywhere right now, sorry!

    • @DinoSharkCobra
      @DinoSharkCobra 3 ปีที่แล้ว

      @@AdamCYounis oh cool! Np, was just curious.

    • @alejmc
      @alejmc 2 ปีที่แล้ว

      @@AdamCYounis Is that why I see that your animation sprite sheets that you drop on the scripts are actually scriptable objects? Would be great to see what do you bundle along with your animation spritesheets besides the per-frame hit boxes (which is a genius idea by the way).
      That said, I can’t get enough of your channel, myself I’m total beginner on pixel art, kinda stubborn on keeping it on tablet (Pixaki on iPad for now, to let it keep the ‘hobby’ feel) and man… I have spent the whole long weekend feeding on this.
      Thanks for your effort, becoming a patreon as we speak.

    • @AdamCYounis
      @AdamCYounis  2 ปีที่แล้ว +1

      @@alejmc I store any other metadata that I think "belongs" to the animation. Markers for sounds to be played on certain frames, or for the animation to be cancelable after that frame. I also have a new curve system that lets me track motion within the sprite frame and convert it into velocity for the rigidbody.

    • @alejmc
      @alejmc 2 ปีที่แล้ว

      @@AdamCYounis alright! thanks for the pointers :-)

  • @en3tic391
    @en3tic391 4 ปีที่แล้ว

    ooh new

  • @akmalfirdaus5457
    @akmalfirdaus5457 4 ปีที่แล้ว

    You make courses in udemy ? I like to know

  • @garylake9317
    @garylake9317 3 ปีที่แล้ว

    You are missing one important step in the animation. You squat before you jump.

  • @play4fun198
    @play4fun198 4 ปีที่แล้ว

    Can my built character to join your game? 🤣