Many new effects were added to this animation in contrast to the last one. In addition to more detailed zombies and guns, the outfits of the characters have been redrawn for Winter conditions.
The story takes place before "Zombie Warfare II". The girl is on her own and looking for the boy in the picture. This is part 1 of 2. "Zombie Warfare IV" will continue from the end of this one.
The next Deformables animation was created but later scrapped. The problem was lack of software power with flash 5. However, I believe that I can create a new animation, but with an updated style. I'm testing out ideas with my current drawings, and I'm studying ideas to make new animations that will make my old ones look simplistic. --Hopefully.
good choice of music, sfx and the snow animation was well done.
i'm not so hot on the traced bitmap backgrounds. their arms should have joints. i'm wondering why they dont' have pupils. it would seperate them from the zombies if they did. characters without pupils are generally considered souless or villian characters, since the eyes are the gate to the soul, so to speak. we also can't see where they're looking, really. the actionscenes could use some more camera work, i.e. camera shakes on the gunshots, a more frantic pace than just a side view. too much tweening on the mouths. without the sound effects i wouldn't know they were panting.
Zombie Warfare IV (until I stopped working on it) actually has better sounds and snow effects.
The animations get better with each one. I'm also using Flash 5 on a semi-old machine that can't run the newer animations at the smooth frames I animate it at, some scenes drop to 19FPS or lower do to the ULTRA detail (pause and zoom in).
The eyes are kind of a trade mark of my chracters. When I first drew them I did give them little eye dots but it looked funny when I moved them around. So I took them out and they've been that way ever since. While it does prove challanging to have them focus on an object, I can usually simulate it my skewing or motioning their face toward an object. Other characters like Pale Face also have the same eyes.
Actually I was going to try the idea of camera moving in Zombie Warfare IV but Flash5 always gives me problems.
The backgrounds aren't a lack of effort on my part. In fact it makes it more challanging do to the fact that I'm limited by the angle of the picture. However, I liked the oil painted look of real photos (first done in ZWI) as compared to my Battle Royale animations where I drew the backgrounds.
The arm joints are more of a time issue. Sometimes they do have two joints like in the "Remote (Remake)" but even in that the total number of layers adds up to:
1 Eyes (+1 anything else like an angry forehead)
1 Mouth
1 Body (+1/2 anything they might be wearing that's extra)
2 Hands (+1/2 whatever they're holding)
2 Arms
2 Legs
So anywhere from 9 to 14 layers for 1 character. ZWIII doesn't have free moving hands but the Remake does as does the work in progress, ZWIV. In fact, the Remote Remake had 57 layers for animations, sounds, effects, and objects. While I could do more, the animations would take a LONG time to do but I have considered this for future animations.
i don't really see how setting limitations for yourself is a good thing, unless you're on a time limit or budget.
and i am well aware that a flash movie with asset characters would contain a lot of layers. i've seen a single character take up as many layers as your entire cartoon was.
while the eyes may be a 'trade mark' of the characters, there are a lot of people that do the same thing. i don't feel like they're any different from alot of the Vasquez-esque characters out there (sans the pupils). if those are their hardset designs, then doing something animation-wise that is unique to you would help in bringing them into your own universe.
in any case, these are only my opinions and critique. i didn't ask for excuses as to why things are the way they are.
Good luck~
i'm not so hot on the traced bitmap backgrounds. their arms should have joints. i'm wondering why they dont' have pupils. it would seperate them from the zombies if they did. characters without pupils are generally considered souless or villian characters, since the eyes are the gate to the soul, so to speak. we also can't see where they're looking, really. the actionscenes could use some more camera work, i.e. camera shakes on the gunshots, a more frantic pace than just a side view. too much tweening on the mouths. without the sound effects i wouldn't know they were panting.
The animations get better with each one. I'm also using Flash 5 on a semi-old machine that can't run the newer animations at the smooth frames I animate it at, some scenes drop to 19FPS or lower do to the ULTRA detail (pause and zoom in).
The eyes are kind of a trade mark of my chracters. When I first drew them I did give them little eye dots but it looked funny when I moved them around. So I took them out and they've been that way ever since. While it does prove challanging to have them focus on an object, I can usually simulate it my skewing or motioning their face toward an object. Other characters like Pale Face also have the same eyes.
Actually I was going to try the idea of camera moving in Zombie Warfare IV but Flash5 always gives me problems.
The backgrounds aren't a lack of effort on my part. In fact it makes it more challanging do to the fact that I'm limited by the angle of the picture. However, I liked the oil painted look of real photos (first done in ZWI) as compared to my Battle Royale animations where I drew the backgrounds.
The arm joints are more of a time issue. Sometimes they do have two joints like in the "Remote (Remake)" but even in that the total number of layers adds up to:
1 Eyes (+1 anything else like an angry forehead)
1 Mouth
1 Body (+1/2 anything they might be wearing that's extra)
2 Hands (+1/2 whatever they're holding)
2 Arms
2 Legs
So anywhere from 9 to 14 layers for 1 character. ZWIII doesn't have free moving hands but the Remake does as does the work in progress, ZWIV. In fact, the Remote Remake had 57 layers for animations, sounds, effects, and objects. While I could do more, the animations would take a LONG time to do but I have considered this for future animations.
and i am well aware that a flash movie with asset characters would contain a lot of layers. i've seen a single character take up as many layers as your entire cartoon was.
while the eyes may be a 'trade mark' of the characters, there are a lot of people that do the same thing. i don't feel like they're any different from alot of the Vasquez-esque characters out there (sans the pupils). if those are their hardset designs, then doing something animation-wise that is unique to you would help in bringing them into your own universe.
in any case, these are only my opinions and critique. i didn't ask for excuses as to why things are the way they are.