DKC-Related Custom Animations

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Re: DKC-Related Custom Animations

Postby Cyclone » March 4th, 2014, 12:48 pm

That looks really good. I'm always amazed how you are able to modify the sprites that make it look like it was modeled and animated professionally. :thumbs:
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Re: DKC-Related Custom Animations

Postby Qyzbud » March 4th, 2014, 12:50 pm

Phyreburnz wrote:Qyzbud, could you please move my last couple of posts from the custom sprite section to this one? For some silly reason, I posted those there and not in the animation section...


Easy to mix the two topics up, really. Done and done. :)

Your latest animations look excellent, as always.

:nicework:
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 4th, 2014, 12:51 pm

Thanks for that, Qyz!

And thanks, Cyclone!
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Re: DKC-Related Custom Animations

Postby Tonberry2000 » March 4th, 2014, 2:24 pm

Kiddy climbing up and switching ropes look much better. Climbing down, he looks a little bobble-headed. Almost there, but not quite. :)
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 4th, 2014, 2:57 pm

Well... sort of, Tonberry.... the other problem is that I'm just stupid... :facepalm:

I animated it wrong...

kiddy-two-ropes-redo-longer-down-fixed.gif
kiddy-two-ropes-redo-longer-down-fixed.gif (23.76 KiB) Viewed 247562 times

kiddy-two-ropes-redo-longer-reach-fixed-up.gif
kiddy-two-ropes-redo-longer-reach-fixed-up.gif (23.49 KiB) Viewed 247562 times


Silly me... I didn't redo some frames... I've made this same mistake before and I would have hoped that I would have learned by now... but I haven't....
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Re: DKC-Related Custom Animations

Postby Qyzbud » March 4th, 2014, 4:13 pm

Honestly, I prefer the previous versions; the "bobble-headed" look gave more of a dynamic, weighted feel to his movements, which I thought worked quite well. That said, there's probably a happy medium between the two — giving him a dynamic animation, but not whiplash. :P
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 4th, 2014, 4:29 pm

Well, I'm not entirely sure about a happy medium. I'm pretty limited with the heads I have to choose from... but I can see what I can do.

Here is the fixed animation of him going down with his head moving more.

kiddy-down-two-ropes-more-head-movement.gif
kiddy-down-two-ropes-more-head-movement.gif (23.69 KiB) Viewed 247556 times


I tend to agree with Qyz; I do like him moving his head this way more, I think.
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Re: DKC-Related Custom Animations

Postby Tonberry2000 » March 5th, 2014, 12:32 am

I think this version is great.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 5th, 2014, 4:06 am

So just to clarify, go with this head (head 1):
Image

Rather than this head (head 2):
Image

Is that the consensus?
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 5th, 2014, 5:04 pm

Alrighty then. I've re updated my sprite sheets on my deviantart page.

Next up, DK's double rope redo.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 23rd, 2014, 3:18 pm

Sorry for the delay... I've redone DK's animation going from one rope to two. Next, I'll redo his climbing and descending animations.

dk-one-rope-to-two-redo.gif
dk-one-rope-to-two-redo.gif (66.04 KiB) Viewed 247460 times
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Re: DKC-Related Custom Animations

Postby Cyclone » March 23rd, 2014, 4:02 pm

Looking very good. looking forward to see the next update.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 25th, 2014, 3:21 pm

Here are my new animations of DK going up and down the double ropes.

dk-up-two-ropes-redo.gif
dk-up-two-ropes-redo.gif (30.04 KiB) Viewed 247443 times


dk-down-two-ropes-redo.gif
dk-down-two-ropes-redo.gif (29.7 KiB) Viewed 247443 times


I think I'm going to do a tiny bit more editing on his feet... or maybe just keep the old feet I used.
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Re: DKC-Related Custom Animations

Postby Tonberry2000 » March 26th, 2014, 1:38 pm

Hmm, I don't know what it is, but DK's head looks too big for his body when he goes from rope to rope.
Phyre, have you considered expanding on Cranky's animations to match DKCTF? ;)
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 26th, 2014, 2:16 pm

Uhhh.... absolutely not as far as Cranky goes... he has a rocking animation and a walking one that was unused... there is no way I could make him do anything significant....

Keep in mind that the one ropes to two animation, I used his single rope sprite as a starting point. His head is consistent from start to finish...

Fixed feet:

dk-up-two-ropes-fixed-feet.gif
dk-up-two-ropes-fixed-feet.gif (26.17 KiB) Viewed 247424 times


dk-down-two-ropes-head-fixed.gif
dk-down-two-ropes-head-fixed.gif (25.84 KiB) Viewed 247424 times


*EDIT*

Slight fix of the feet of DK going from one rope to two.

dk-one-rope-to-two-redo.gif
dk-one-rope-to-two-redo.gif (66.16 KiB) Viewed 247421 times
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Re: DKC-Related Custom Animations

Postby Cyclone » March 27th, 2014, 9:48 am

DK going from rope to rope looks good. The going up and down sprites his left leg looks a little off. Like he is just rubbing the rope with his foot and looks a little bent.

Keep up the awesome work phyre. :thumbs:
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 27th, 2014, 10:18 am

His left leg is exactly the same as his right leg, in fact, there are really only 4 sprites in the animation, it's just doubled and flipped.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 28th, 2014, 9:37 am

I'm working on a new level idea, which I will post fake screenshot of when I'm finished with it, that is Kremlantis like the DKL games. I've taken the temple level in DKC and turned it blue. I would like to add some DKL style enemies to the list, so I did a test:

clambo-dkl-style-test.gif
clambo-dkl-style-test.gif (44.06 KiB) Viewed 247399 times


I'll have to go in and fix up a few things before I call it complete (re rotate some frames and fix up some edges), I just wanted to show you guys what I came up with. It's so simple, and yet I didn't think to try it until now.
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Re: DKC-Related Custom Animations

Postby Cyclone » March 28th, 2014, 10:29 am

Looking good in it's current state. The original DKL game was one of my favorite DK games. Looking forward to your other ideas.
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Re: DKC-Related Custom Animations

Postby Geno » March 28th, 2014, 1:17 pm

Seeing those rotation sprites, I fell that I ought to share this nifty tool I found.

I hope it can be of some use.

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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 28th, 2014, 3:19 pm

Rotsprite is such an awesome tool! I try to tell everybody that edits sprites about it!

I don't use it much anymore, because I figured out that by setting the Photoshop rotation to "nearest neighbor" you can do it *IN* Photoshop... Which I hadn't figured out until a month or so ago.
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Re: DKC-Related Custom Animations

Postby Simion32 » March 29th, 2014, 3:02 am

Rotsprite is not the same as Nearest Neighbor. :P
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Re: DKC-Related Custom Animations

Postby VideoViking » March 29th, 2014, 8:01 am

How so?

Also, when I looked at the Rotsprite comparison photo, I noticed that the manually edited photo looked cleaner. Time-consuming because you had to get the pixels and the animation just right, but cleaner nonetheless.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » March 29th, 2014, 9:34 am

Hmmm.... I may have to go and do a comparison for myself, now... From what I've noticed, the normal rotation in photoshop (using nearest neighbor) only looks really bad when you rotate it several times over.
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Re: DKC-Related Custom Animations

Postby Simion32 » March 29th, 2014, 10:32 pm

It's purely just *not* the same algorithm. Otherwise, no one would have created Rotsprite. :P

Rotsprite is specifically designed for sprites, while Nearest Neighbor is just the most general/fast image rotation function.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » April 17th, 2014, 12:07 pm

Working on another thing that's less than exciting, but here it is.

This one was a crazy simple edit. I keep thinking about the DKL city levels. In those levels, there are the ropes that move up and down (like the ones in slipslide ride, but they look like normal ropes). All the actual moving ropes consist of four slides. I copied the rope four times and moved it up two pixels per slide.

Down rope:
dkl-style-down-rope.gif
dkl-style-down-rope.gif (1.72 KiB) Viewed 247258 times

Up rope:
dkl-style-up-rope.gif
dkl-style-up-rope.gif (1.72 KiB) Viewed 247258 times

Example of what it would look like if a Kong used the rope:
diddy-up-dkl-style-rope.gif
diddy-up-dkl-style-rope.gif (27.1 KiB) Viewed 247258 times
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Re: DKC-Related Custom Animations

Postby Cyclone » April 17th, 2014, 2:30 pm

I like it. You should have a place where we can view all your custom sprites.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » April 17th, 2014, 2:40 pm

I have everything on my deviantart page.

Here are all the good (or mostly good) animations.

Here are most of the sprite sheets.

Here are the levels.

Everything comes here, first. I get my feedback here so when it's complete, I can upload it there. I do need to do a bit of updating at some point. I only have my kremlantis level up so far.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » April 27th, 2014, 2:31 pm

I've done a very simple animation of the unused DKC balloon to look like the balloons in the first DKL city level.
dkl-style-balloon-city.gif
dkl-style-balloon-city.gif (12.11 KiB) Viewed 247174 times
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Re: DKC-Related Custom Animations

Postby Crammalamma » April 30th, 2014, 8:56 am

Sorry to mention it now, but Kiddy's torso in his crawling animation is a bit dark compared to his feet.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » May 27th, 2014, 3:30 pm

Okay, I've finally done a DK floating animation.

I have it in three separate animations and in spoilers so you can see it a little easier.

Here are both the jumping and floating animations:
Spoiler!
dk-jump-and-float.gif
dk-jump-and-float.gif (27.36 KiB) Viewed 246996 times


This is just his jumping to float animation (slowed down):
Spoiler!
dk-jump-to-float-slowed-down.gif
dk-jump-to-float-slowed-down.gif (4.83 KiB) Viewed 246996 times


This is just his floating animation:
Spoiler!
dk-float.gif
dk-float.gif (6.85 KiB) Viewed 246996 times


*EDIT*
Also, I fixed up DK on double ropes a bit. I made it so the animation is more continuous.

dk-continuous-up-two-ropes.gif
dk-continuous-up-two-ropes.gif (8.29 KiB) Viewed 246992 times

dk-continuous-down-two-ropes.gif
dk-continuous-down-two-ropes.gif (7.8 KiB) Viewed 246992 times
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Re: DKC-Related Custom Animations

Postby Phyreburnz » May 28th, 2014, 2:00 am

Sorry, I can't upload anymore gifs, so I had to do a double post.

I've fixed up Kiddy's double rope animations.
kiddy-continuous-up-two-ropes.gif
kiddy-continuous-up-two-ropes.gif (6.62 KiB) Viewed 246984 times

kiddy-continuous-down-two-ropes.gif
kiddy-continuous-down-two-ropes.gif (6.69 KiB) Viewed 246984 times
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Re: DKC-Related Custom Animations

Postby Cyclone » May 28th, 2014, 10:44 am

Good job on DK's floating animation. :thumbs:
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Re: DKC-Related Custom Animations

Postby Qyzbud » May 28th, 2014, 11:10 am

Excellent post(s), Phyre; DK's floating animation, and the transition from his jumping pose, are particularly impressive.

The big apes climbing the double vertical ropes are looking better than ever, too. :)
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Re: DKC-Related Custom Animations

Postby Phyreburnz » May 31st, 2014, 12:52 pm

Thank you, Qyz! *LATE EDIT AND Cyclone! Sorry, I would have thanked you earlier, but I skipped over it, I guess! *

I have Kiddy's floating animation done.

kiddy-float.gif
kiddy-float.gif (25.05 KiB) Viewed 246899 times


I'm actually really happy with this one. Kiddy is so tough to animate, but this really wasn't that bad.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » May 31st, 2014, 4:31 pm

Okay, So, I think that we officially have a new enemy. I'm really, really excited about this one. What I did is I recoloured Diddy and used his feet (his feet are the same size as Manky's). So I spliced (mostly, with some rotating) Manky's body on top. I know it's a tiny bit jumpy, and I'll try to fix it, but I'm pretty sure this is as close to a final animation as I can get.

I would also like to keep him as an enemy that exclusively appears on the monkey bars. I don't want him to appear on horizontal ropes, so I will not be editing the hands to do so.

manky-bars-with-diddy-feet.gif
manky-bars-with-diddy-feet.gif (42.2 KiB) Viewed 246889 times


What do you guys think?
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Re: DKC-Related Custom Animations

Postby Cyclone » June 1st, 2014, 8:23 am

I like it. The only thing. His right arm seems to extend out for a bit too long. Hard to explain.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 6th, 2014, 3:10 pm

I borrowed the idea of the ghost Kremling that Christopher shared for the DKC4 project. I basically erased Kritter's legs and made my own little ghosty tail.

ghost-kremling.gif
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Re: DKC-Related Custom Animations

Postby Simion32 » June 6th, 2014, 3:19 pm

Cool idea.

Combine it with that light barrel I made up for a spooky level - "you can only defeat them with light barrels". :P
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Re: DKC-Related Custom Animations

Postby VideoViking » June 6th, 2014, 3:55 pm

Add transparency to the ghost Kremling, and you got yourself a winner.

Possible names for the ghost Kremling: Kurse, Kast (as in "cast a spell," learned that from Castlevania: Portrait Of Ruin).
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 6th, 2014, 4:03 pm

He definitely needs some transparency, but I'll upload the sprite sheet with 100% opacity, so anybody can change it to whatever they want.

I really like the name Kurse. I was trying to think of a fitting name and having a hard time... I kept coming to Kasper.... which wouldn't work because Casper is a friendly ghost and we just can't have that, now can we! :kiddysad:
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Re: DKC-Related Custom Animations

Postby VideoViking » June 6th, 2014, 4:07 pm

An odd name I discovered while looking up a possible name: Kelpie. Too Casper to me. Plus, it's a water-type spirit.

Would be an interesting enemy to say the least. But I have too many for DKCX as it is.
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 6th, 2014, 4:09 pm

I came up with that name, too... which is also a breed of dog!

But that does give me the idea to maybe make a similar one for a water level.
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Re: DKC-Related Custom Animations

Postby Qyzbud » June 6th, 2014, 4:16 pm

Yeah, I actually had a kelpie for a pet, growing up — as in a dog, not a Scottish folkloric water spirit. :lol:

I think Kurse works well — as does the Light Barrel idea. I agree that transparency would help the aesthetic, but as Phyre alluded, it's definitely best left for the end-user to define.

A well-crafted reimagining, as always. :banana:
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Re: DKC-Related Custom Animations

Postby Phyreburnz » June 10th, 2014, 1:13 pm

I made a SNES style Mecha Zinger from DK64.

mecha-zinger.gif
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Do you guys like the little lightning bolt between his antennas?
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Re: DKC-Related Custom Animations

Postby Super Luigi! » June 10th, 2014, 2:10 pm

Yes. Great animation, Phyreburnz! I also like the electric spikes.
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