"Am I Alice?" 6 hours ago
--I SAW THAT. (and literally when I checked to see if there was anything new - double fluke)
(okay, but seriously, no, Tiara)
Alright, well, time for the first mundane sprite animation loop ever done in here...this is really going to chow up my time
some hours across multiple days were spent on this and it's literally just a walk cycle from one angle
(TL;DR: HOW do people of the really intricate sprite animations in the links below get time for that??? idk even how much time it takes but they seem like they're pumping them out)
Yep. It's basic. And even so, each pixel (in a single frame) had at least ONE SECOND of time spent on it. Some pixels literally had multiple minutes spent on them. Count the pixels, and you'll see where that went. Literally chowed through a musical cycle and a bit of my soundtrack player and some half-hour episodes of a show while doing this.
*sigh* I thought doing animations for Perpaoulkon would be time-consuming. Heck, I thought doing the mere design of Perpaoulkon would be time-consuming and painstaking. But after this...I don't think I'll keep up with MrDrNose until multiple years after AEWVS would release the last ever beta version.
And do you know why I thought I could do eventually do so many animations? Because I really don't either. If, say, the spritesheet for Sonic Advance 2 was produced at this rate, the game would probably still be in production today.
That's the thing. So many games have such intricate sprites and sprite animations. Even the Sonic sprites from the game mentioned above are relatively small compared to games I don't know. (instinctively looks some up)
Uh, yeah, see, look at these. I told you it was basic. The sprites in there are multiple times as intricate as even these ones I'm doing, which are just big enough to fit all the important details in, and that's honestly still pretty big. Level UP on YouTube has generally vastly simpler graphics in their sprite animations with the focus on 8-bit Mario, and they can pump out around 10 minutes of content every week, and usually they even have much more intricate structure designs added in. Where do people get the time for these things??? Like, how big and dedicated are these guys' teams?
I tried to look it up one time, and I only found even more intricate designs and animations, but I was completely at a loss as to predicting just how much time, teamwork and effort go into producing the things.
Look, I took at least an hour on the feet across 4/12 keyframes for a single step. If not, probably at least an hour and a half for that and the hands. I also took at least half an hour on the dress, and probably another for the hair. And I swear I've spent at least 15 straight combined minutes just watching the animations in GIMP, and another 15 doing all the menial tasks like duplicating layers and animation parts. I've spent probably 30 minutes looking up things like whether GIMP has onion skin, which I ditched. And we haven't even gotten to the part where I started filling in the gaps with two motion frames and making it look smooth.
These people are drawing substantially more complicated movesets that are much more intricate. What the heck are they doing???
I remember when I did sprites in Microsoft Paint. (It meant that Nyan Cat's eyes had an RGB value of #FEFEFE and that I would still be cringing about even some things pertaining to other sprites on a broken laptop to this day.) Imagine just how long I'd be taking on there without GIMP's time-saving tools like colour and area selection, selection adjustment and manipulation, layers, tools, filters, and all the rest of it. All the things I did would probably still be a fantasy I'd be spewing into a blog post on the wiki to this day. (Aaaaaaaand I've just noticed I've started scratching the record. Great. Yeah, you have NO IDEA how many ideas I have for AEWVS. For what it's worth, I might probably be taking it all into my own hands in my head.)
There are some features I wish GIMP had, like realtime animation updating, manipulation of multiple layers at once, and the ability to make animations out of layer groups. Might suggest them after I post this.
Anyway, yeah. It took so long. Since you've read this post, you probably know what it's like to do something for a long time, like reading a short comment. I also started on the front view, but it has exactly the same problem all the other Blender exports of front-facing walk animations had in AEWVS. You'll know what I mean when you see. (There's still some things I want to fix even other than that, so don't take it too seriously.)
Yeah...she's just stamping her feet and she's an idiot.
doggos phonty viktor tarwill
others look much better
Alright...yeah...I don't really have many other things to share at the moment. So instead of forgetting, go and listen to the new AEWVS soundtrack before it gets on YouTube and everybody knows about it. Will add that and the new Math Level ambience to my sountrack player momentarily and get a new update on my profile on the wiki. Which you might have seen already.
bye