Stage fatality
0
posted06/07/2007 08:41 PM (UTC)by
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Elnino
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Member Since
04/06/2007 05:29 PM (UTC)
Seems like everytime my brother makes somthing, I gotta follow up.

Stage Fatality

I wouldn't call this my best animation but it's pretty good.
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UltimateRyu
06/06/2007 02:33 AM (UTC)
0
Pretty cool, didnt expect the change to an overhead perspective. A few things you need to change:

-Get rid of the hole in the wall that's shaped like the dragon logo. It's ugly.
-However If you keep it, sync up the bird

-It doesnt look good with reptile being pushed upward by the spikes.
-It could use alot of polish to iron out the many kinks that it contains (dont feel like listing them all)

2/5
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reptile88
06/06/2007 04:28 AM (UTC)
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It has some minor flaws,like the background beeing poor in design,but wtf,the idea is pretty cool and creative compared to the crap that some people post calling themselves "artists".
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s3Kt0r
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------------> DO
06/06/2007 04:50 AM (UTC)
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This isn't your best animation but it's fairly good. But there were a a few flaws, such as the poor stage design as reptile88 mentioned. Also when you look at them in the fighting angle the pit doesn't look fairly big but when Reptile was kicked onto the pit the pit looked much more big. I didn't like the blue MK logo as well, it didn't looked detail at all. I also just recently noticed that the blue MK logo was over the lifebars during the fatality.


-(3/5)
Yeeks, I really don't like this one sad.

First off, I dislike the background, and what oh what is that blue dragon doing over the lifebars - my eyes are drawn straight there and it looks very odd.
I think it's meant to be a hole in the wall? Guessing because of the albatross anyways, but not quite sure what's going on with the disappearing/flying?
Anyway, chuck it under the lifebars and it look much more natural.

Background for me is too bland, the grey pictures with the deadpool walls, wooden and stone floor - I dunno, I just don't get a vibe from it, but I guess it suits the purpose of the animation anyway.
Perhaps some clouds or mountains in the sky behind the hole instead of a solid colour as well.

I'm not convinced that you needed to use the overhead shot for this. I think you could have achieved a much more brutal effect without it, but props for trying to do something new with it.

Frame rate is very slow. Increase the framerate and amount of frames an the animation will be much smoother.

Sounds are all fine I guess, but if you increase the speed of the animation I think the sounds would sound better a bit more squished together.

Gotta commend you on adding some detail in the way of shadows to the overhead shot though - the shadow of the dragon window and albotross'.
However, I must ask you if the light is coming IN through that window, then surely the rest of it should be shadow not the window? Anyway, a nice addition.

But for me, the speed kills it and the wobbling about on the spikes and the spikes themselves (pixelated diamonds tongue).
For me 1.5/5, sorry sad.
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Elnino
06/06/2007 06:53 PM (UTC)
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yeah i hated the background, but i didnt feel like making a new one
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peterbi
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Unreal Tournament NAME: BIGFOOT_PI

06/07/2007 04:20 AM (UTC)
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its interesting conceptually, but I think a stage fatality should be on a stage that lends to the possibility of a stage fatality. That background showed nothing that promoted the probability or possibility of spikes coming out of the floor, where there were not even holes...before or after the spikes occurred... oh well
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laofan
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"because real men throw eggs"

06/07/2007 08:41 PM (UTC)
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Like what the others are saying, the dragon in the back ground looks odd, maby you could make it darker on the sides so it looks like its slanted stone. also like Timsmk said, its going over the life bars.

also when it becomes over head, the gray part looks like the ground, and the brown the wall.

also the black holes in the ground.

but i like how the spikes are part of the backgound, and the concept is great.

3.5/5
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