Piskel work

 

Making a character (animation)

Walking

WalkingG

The walking animation is made up of 8 frames that loop. In order to keep the body in the same area and at the same proportions, I first marked out a bright dot for the top of the head and bottom of the feet on every frame, adjusting the head to be different when needed (when the head bobs up and down to give it some form of motion). The arms correspond with the opposite leg in movement  while the torso stays the same. I made sure to initially colour the back and front arms and legs at different shades in order to keep track of which are to be in front and which are to be at the back of sight.

Idle

IdleG

The idle animation is made up of 5 frames. The frames show the character facing forwards. In order to give it a bit of movement, I made it so that his legs slightly bent down and his back slouched over at the same time. This was done by raising his shoulders and lowering his head to make it look like he was leaning slightly forward and slouching. I made sure his feet were still level with the walking animation.

Crouching

CrouchingG

The crouching position is a single frame, where his legs are bent down and his arms tucked in.

Jumping (Up & Down)

JumpingG

The jumping up and jumping down are two seperate, single frames, simply grabbed from one of the walking frames and slightly adjusted.

Death

DeathG

The death animation is the animation with the most frames, 19 frames. The idea is that his body wipes away in an upwards motion, with only his head left to fall on the ground, his skull rolls out and head itself falls (flattens) because of the lack of bones. To do this, I went through each body frame and erased parts of it more and more until it was on his head. A few small details I included was the falling of his hair and the slight bounces of the head as it touches the ground.