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SmackaDerp
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Spritan
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Mario VS Yoshi 5 Empty Mario VS Yoshi 5

11/6/2015, 12:59 am

Don't really have anything to say. I suck at pacing my things.
SXR123
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Mario VS Yoshi 5 Empty Re: Mario VS Yoshi 5

11/6/2015, 1:22 am
everything feels little jerky. I'll give proper criticism in the morning, the only thing that bug me are some of the hit sound effects. they feel like you're hitting a pillow.

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Rapidfir3Pho3nix
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Mario VS Yoshi 5 Empty Re: Mario VS Yoshi 5

11/6/2015, 9:08 am
Alright, not terrible but it needs some work.

First off, I noticed some alignment issues with some of the animations of the characters. Make sure you turn on Onion Skinning in Flash so that you can see. You can find the option for that directly under the timeline. When you're aligning your frames make sure that it makes sense for what you're creating that graphics/movie clip for. What I mean is that if you're making someone walk or run, make sure their sprite stays centered. Don't align by their feet because you'll actually animate them walking in the graphic but it won't be loopable. So keep how you're making the graphic/movieclips in mind.

Secondly, try not to keep the camera completely still. Because sprite animation is pretty static there's not a whole lot going on so keeping the camera moving slightly will keep your viewers from getting bored. There are definitely times where you will want to keep the camera still but try not to keep it still that often. To be honest, this may be more of a style kind of thing so you don't have to completely abide by this one but if you watch a lot of high quality animations watch how they use the camera.

Speaking of the camera, use the camera to show impact. Whenever there's a strong hit the camera should shake a bit to show the force of the hit. Don't shake it too wildly, but definitely shake it or else whatever is going doesn't seem like a big deal.

Hit effects shouldn't be so large and they pretty much always go above the point of impact, i.e., above the characters not behind them.

Also, sometimes I would notice that a character would get blurry randomly. Yeah, not sure why that's happening but don't let it do that. I don't know if you're maybe not breaking apart the bitmaps or what but try not to let the sprite get randomly blurry.

Your tweens are too fast. You can slow them down a bit.

Don't use a overlayed colored rectangle to show light. At least use a circle since light spreads and therefor naturally has a round shape. Tip: You can use blurs to show off-screen light.

Don't stretch the ice to make it grow larger. It doesn't look right.

Skew more. I noticed some skewing here and there but there are a lot more times you can skew. This and slowing your tweens down a bit will help you eliminate A LOT of the jerkiness your animation has as well as help out the pace a bit.

We never hear any of the character's voices. Fights are generally pretty vocal and can consist of any combinations of grunts, screams, yells, taunting, etc. Using voices will help bring more life to your animation.

Now I know that was a lot of critiques to take in so you may feel like your animation was shit.

Like I said in the beginning, it wasn't terrible you just need to incorporate some more principles into your animations.

I thought the fighting was pretty well put together and I could see what ideas you were going for. I actually think the choreography was pretty good, but like you said, you have issues with pacing everything. I think you just need to slow things down cuz right now it looks like you were animating in a rush.

Keep at it and your skills will improve for sure.
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Spritan
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Mario VS Yoshi 5 Empty Re: Mario VS Yoshi 5

12/6/2015, 2:37 am
I can see the choreography you were goin for, I like it.

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