What makes a Game Animation look BAD?
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- เผยแพร่เมื่อ 7 ก.ย. 2024
- This is a quick discussion and explanation of some tendencies in game animation and 2D game art. There are many animations in Platformers that are technically incorrect but still very common, but there is a difference between an 'incorrect' animation and a bad animation. Animated in Procreate on the Ipad, the engine I use is Godot.
This video also discusses transition frames, which sometimes go unnoticed but still are quite a nice addition to an animation.
I'm really good at animation. Only thing I fall behind is background design. But I'm slowly getting there. Thanks to all indie dev community.
I'm still really rough at animation, I think in part might be because I'm not as interested in it, I feel like I can see that it is wrong a lot of the time, but I don't have the patience to look into how to fix it. With backgrounds I often like sitting and tinkering with it... life is weird sometimes :D
Me too :)
Could i ask you some advices ? I am myself very good in environnement, maybe we can work things out ?
@@Levorpal share ur discord
If you add a line separating the body from the left leg while running it seems like thaat could help. When the left leg is forward and right leg is back thats where the animation gets a little wonky I think.
The left leg starts off dark but then changes to light which I think confuses your brain into thinking that it's switching places with the right leg
Not sure how much it would actually help, but it seems like they would be easy changes that might make a huge difference
If you look closely how much the shoulders move in your animation, I would think rotating the head from side to side while running would make the animation more fluid too. I do understand that is a artistic choice the way it works now and you can see the expression on characters face all the time well this how it is now.
Another thing that came to my mind is that the turn animation on one foot looks unstable. It looks like the character is making pirouettes. Making more stable stance on turn, like having one leg straight leaning on ground to the direction of velocity, looking like he's braking with that foot, would look more stable.
Think about the balance of the character when suddenly turning 180 degrees while running.
Rotoscoping is still a valid option if you want more realistic movement. But I do understand the artistic decision as well, it makes it more unique. It looks already better and I can see you improving on animation.
Ye, really good points, I was actually thinking about changing the leg on the rotation movement and talked about it a bit originally in the script, because as you say when you turn back and forth a lot it starts looking more like ice skating :) the tip on making it look like he's braking on the foot is really good, I'll try that, thanks :) I agree that rotating the head slightly would make the animation more fluid, but making changes to the head during the animation is always really scary to me, I like having a 'static point' of reference for the player to refer to in terms of readability. I could possibly try it, because I agree that it would be a significant improvement to the animation itself.
this channel definitely deserves more subs/views! this was incredibly helpful!
I don't even develop games (although i did some modding years ago) but i still religiously watch all your videos lol. I play lots of video games so going into detail helps me appreciate the art form even more
Thanks :) I really appreciate it ^^
@@Nonsensical2D np, keep showing the examples of all the different games inbetween. It helps paint a better picture
haha i just animate till it "feels right" never really went deep into thinking "why exactly" but i know when and what feels wrong about it.
Amazing video!
I'm good at character design, horrible at animation, background design and environment design.
I like your art style. Make more videos. 6-7 minutes long.
@@satisho1096 My art style? or you mean someone else? If mine, where did you see mine?
Found it very interesting and educative , thanks for your effort.
I was looking at Alucard's sprite sheet from Castlevania SOTN, there are more than 300 sprites 💀☠️
That is a bit insane, i hate the idea of having to draw ~40-50 sprites for my animations
this is a non-related question, but i'm creating some 2d assets and i'm having a hard time with the ground corners when the ground goes up or down and i have to connect the reusable assets somehow, do you have any advice on that?
btw great video as always, you are helping me a big deal!
You mean in cases where the "tilemap goes down" So that your foreground assets almost start hanging freely? I tend to round the corners significantly, and increase it even further for the foremost layers. I have it outlined in my video "Beginner 2D game Art - How to place your assets", I also cover similar situations in "How to create a scene from scratch by remaking my old game art". Assuming I understood you correctly :) Thanks and good luck!
@@Nonsensical2D thank you, I re-watched beginner 2d game art, and while the video itself isn't specifically for the issue i'm having, i got some nice insights from it.
I'm very new to art in general and sometimes the basic stuff look like a nightmare to me xD
👍👍👍👍
Hello fellows! I have a question. Is it possible to make beautiful 2d game animation on ipad procreate?
Yes, I dont think procreate really has any big limitation compared to other software. It all depends on your animation skills
Nice
Name game
I'd like to ask,how to keep us passionate about making games?
I'm at the stage where I'm tired of continuing to make my games and just give up because I can't find a bug :(
Hmm, I think it's a tricky question, I'm not always entirely convinced it is a question of passion. In some cases it can be issues of scope, where the game you are trying to make is actually to complex for you to manage (so it might be reasonable to give up). In other cases you goals might not be concrete enough, so it isn't clear what it is you are supposed to do, and that kind of lack of a guiding path makes the whole task a bit too large and unclear. All of this is kind of tricky to deal with and identify. If the issues that make you quit are smaller bugs, then I would probably start with making games that are really simple in terms of programming, so that you can practice getting better at 'game dev' without quitting every project. and then with time scale it up.