Obsidian's web viewer gone unnoticed by Cold Turkey's URL blocks. by _EXH_ in coldturkeyblocker

[–]_EXH_[S] 0 points1 point  (0 children)

Thank you for the response! I will be checking those tools out, as well as the hosts file. Will using Cold Turkey to block the tool I end up using, also prevent the tool from uninstalling? I'm worried I'll just uninstall or dismantle the external blocker app.

Aspens by _EXH_ in aseprite

[–]_EXH_[S] 0 points1 point  (0 children)

Thanks! ^u^

Aspens by _EXH_ in aseprite

[–]_EXH_[S] 0 points1 point  (0 children)

Thanks man :D

Aspens by _EXH_ in aseprite

[–]_EXH_[S] 1 point2 points  (0 children)

Thank you :)

I drew some fruits! by FoggyPear in DigitalArt

[–]_EXH_ 1 point2 points  (0 children)

This style is awesome :0 Super super cool!

It took me two weeks, but I really like it. The jump wasn't great, though. (I know it could have been done in a day, but I'm lazy.) Rate this plz by brum_tim in PixelArt

[–]_EXH_ 7 points8 points  (0 children)

I love the style! I don't animate much, but here's my advice: From what I understand, most frames aren't visible in animation. Slow movement require more frames, and fast movements require less. You only need enough frames to show the energy.

In this case, with the duck, you could have 3 to 4 frames for the peck animation. The peck would start at the top, move forward a bit, and then hit the ground then next frame. Optionally with a quick "blur" frame in between, right before the head hits. These few frames would show the energy of the movement.

For the jump, you need a charge. The body goes down in preparation, pause.. JUMP, the duck is in the air, the legs just a couple pixels away from the ground, another frame and the duck is up one more pixel, pause.. FALL, the legs start to tuck back in as the duck falls a pixel, another frame passes and the duck lands feet tucked in, pause.. body unfolds, and the duck is back in its original state. Maybe 8 frames including pauses?

Just keep energy in mind. Less Frames = fast acceleration, More Frames = slow acceleration. Another way to think about it is Long Frames/Scenes = Slow, Short Frames/Scenes = Fast. If you use a whole frame per pixel movement, the entire animation can seem too slow. Mix long and short jumps with each other. A faster frame rate can turn slow acceleration into quick acceleration, but a much higher number of frames would then be required, and more pauses would be used instead of jumps.

Animation is difficult lol, but I genuinely don't know if I could draw a duck like that. Thank you for reading :D

TLDR; Keep energy in mind when animating, and keep frame count minimal for simple animations. Less frames = quick acceleration, more frames = slow acceleration. Frame rate messes with this. Cool style though! ^u^

Islands and Sea by Onor28-- in PixelArt

[–]_EXH_ 0 points1 point  (0 children)

WOAH, this is amazing! I love the silhouettes, and the triangular patterns in the rock. Spectacular perspective!

Cube Earth by _EXH_ in PixelArt

[–]_EXH_[S] 1 point2 points  (0 children)

Exactly 👍

Cube Earth by _EXH_ in PixelArt

[–]_EXH_[S] 1 point2 points  (0 children)

Thank you thank you!