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Syrupmasterz

46 Movie Reviews w/ Response

All 143 Reviews

Man I'm terrible at this food review. I keep dying at the last section.

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You're gettin' good at doing fluid animation and then mixing it with snappy pose changes for comedy, I can tell you've been keeping up your training dude!
The background from behind the car was a little on the simple side, but I think that's also part of the joke that Freddy just drove so far into the middle of nowhere he doesn't even remember what fast food place he went to. :P

Tiltro responds:

A bears gotta eat.

Honestly, I think Hank being in the walls keeps the Grunts safer than him being out in the hallways, if all the other Madness videos are any indication. :P

Pretty good overall! Just a few instances where the lip sync/head bobbles has Hank's head sinks past his torso while he's talking. If fixable, I don't think there's much else to point out for fixes.

Good work!

MsidTheTired responds:

OOOH MAH GAAAD!! Someone actually gave me so actual criticism for once? :O

Dang, I appreciate it! :D
I didn't really thought it looked bad so I didn't bother, but yeah, if I want to I could pretty easily fix Hank's bobbing, just need to move the graph editor a little on the x rotations aaaand it's done.

Also, true, the Grunts may be safer while Hank is in the walls, but... do you really think his plan would be to *stay* in them? :)

Robot New Years is never belated if you don't know when Robots celebrate Robot New Years in the future in the first place. :P

Good stuff!
You definitely tackled some more ambitious shots that a lot of animators would hesitate to put in toons when they want to get it done quickly. Things such as crowds, characters walking in perspective and prop interaction.

With those, the things that stand out during the walk cycle is just a few extra inbetweens, smoothing them out a bit and making sure the character lifts up with their leg before dipping down during a step. Some steps were flawless, and a couple others looked like sliding before getting to the backyard sliding door.

Crowd shots were full of uniquely designed robots (all thanks to your extensive backlog of robot characters. haha) doing different things and talking to one another. Same thing with the walk cycles, if the time crunch didn't impact the process, a few additional inbetweens or motions to make them seem more lively without over-acting would've been a good touch.

Lastly, with the diving board scene, you communicated that most of the robots knew that getting into the pool was a bad idea, and after the shove and electricity, having some characters attempting to book it out of there or almost get shocked as well by the arcs would get you some more score points instead of standing in place. But once again, I know the schedule conflicts and the time crunch involved with this.

End sequence works well with the extra sound effects and having the same voice of the intro's engineer gasping. Implying that the engineer will either revive the short-circuited bots or lambast them for having a party. lol

Only thing confusing is just knowing which robot is which, since we've had conversations with you and others in the gang, so while WE might know the robots names, the audience might not. Same with 4 of the robots having the same model/chassis type. Without a distinction in design, the audience relies on these bot's eyes to differentiate them, so when they're blinking or unconscious, one can't tell aside from context clues.

Otherwise, a Happy Robot New Years was had by all. :P
Your ambition while not being exclusively an animation student is impressive to a lot of us here, so we all look forward to seeing what you make, be it illustrations, comics, animations or robots.

Good work! :D

Score: 7 out of 10
(7.5 out of 10 if there was a few more inbetweens at specific places to make livelier background characters)

TheDyingSun responds:

I totally agree!

For the walking, there was a few frame that I did force a kind of slide @_@

I'm glad I the ending sequence worked, it was supposed to initially end after the electricity in the pool.

Note taken on the robots trying to run before as well! Having them at least try to back up a bit would've been cool as well.

For the similar models, yup! I'm changing that in the continuation of this story I plan, and redesigning the main robot and the one with orange eyes. It's definitely easy to confuse them.

Thank you for going through each scene and taking notes! I'm excited to take another stab at larger animations like this :)

Not bad!
The tricky thing with 3D stuff and especially GMOD is getting the goofy walk/hop cycles to then smoothly match up to their standing hold positions without dipping into the floor for a split second or stopping jankily. So with just a tiny bit of effort, and maybe even animating the bulborb's leg a bit when he used the Worm's Shotgun, there'd be extra effort marks to hand out.

Otherwise, good for a quick laugh. :P

DoodlingHitman responds:

Thanks!

Yeah, I've been tinkering with GMOD for a while now and it has been fun! I made this within 1 hour though, because I wanted to get this silly idea out, before heading to bed.

What I like though, is that it looks so dumb, so when it looks a bit janky, I just feel like it fits. I do want to make some things smoother however, but I will keep trying. Already working on the 2nd one, but I also need to focus on work which takes me a while.

And yeah, I just made the Bulborb a statue in this quick shot. It's pretty easy to have him be more floppy, but I find there is no wrong answers there really. Ends up being a preference in some cases too.

Glad you liked it!

RIP to the brave camera person that helped demonstrate the Space Shark's weapons.

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Not bad for a start, of course, there are always ways to improve for next time!

-Additional inbetweens for the knee guard would make it smoother during the walk cycle.

-While this Space Marine IS trying to be intimidating by holding the weapons out, the upper body is pretty stiff during this animation. Hold your arms to the side as stiff as you can while you walk, and you'll find that your arms will bobble a tiny bit as you walk. Adding some of this motion will help your character seem more alive.

-The Space Marine is still standing in darkness when he stops moving, so either his fade-in entrance from the darkness should be slower, or the darkness of the hallway needs to end sooner.

-Extra animations as the Space Marine winds up for the slash would also do some good for the overall effect.

-The rig you built for this character is detail heavy, so adding the subtle inbetweens of the slight turning during a walk is tricky. Taking a crack at it will always adds extra points for dedication and effort though, so maybe it's worth trying at some point if you continue to develop this animation rig further. :)

Keep up the good work!

Irish-John101 responds:

Thank you for the tips.

In just a few short years, your stuff has become much, MUCH more fluid.
Super proud of ya dude!

(also glad you're bouncing back fairly quick from the hospital stay)

Mewx responds:

Thanks man, I really appreciate it.

Ah...see...you might have the others fooled, but I see past the supposed 'sad ending' immediately!

The Space Wizard, seen near the beginning of the short, was the least concerned about the whole situation, and was in fact secretly in cahoots with the customer.

After fixing the space craft (which was obviously damaged by bounty hunters in previous attempts to kill him), the man was ready to be teleported away by the Space Wizard just in time before the explosion so he could fake his death, and return to his family without any fear of the price on his head.
It's why the scrap team was already en route for the fallen parts after the blast, since the Space Wizard already told them what was going to happen after seeing the future via space magic.

To the untrained eye, it may seem a tragic, fiery end for the stranger...but since there is no blood after the explosion, and of course since he tells the mechanic that he's a man of his word with the I.O.U, he will someday return to fully repay the kindness. The mechanic merely weeps and laughs for rent is due soon and I.O.Us aren't legal tender.

All the pieces of evidence/lore are there, ya just gotta know how to look for them. :P

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Nice one dude! All the work really paid off with this one!
Here I was thinking that Duncan And Jones 3 was massive in terms of effort, but all of those backgrounds were *painted*. So that's like...hours and hours alone for a handful of shots alone.

Your cinematography has also improved a lot, and you made use of some cool parallax to give stuff a neat 3D effect from time to time.

A few loose ends with plot, namely the other little creatures and people that weren't the mechanic, but I figure that they're just happy inhabitants of the moon, so I don't question it that much. haha

Stellar work Snacker! You and the rest of the whole team. :)

Snackers responds:

I dig your whole interpretation a lot syrup, even if the endings a bummer I don't think its all doom n gloom cause tomorrow always comes, and the mechanic might end up really helping somebody eventually..!
appreciate the kind words, there really is a whole lot I'd do differently if I were to try this concept again, but for now I'm happy enough. thanks syrup!!

Some mighty fine chip eating...maybe even in the Top 100 best chip eating sequences.

(mild spoilers below)

Some slick stuff Tiltro!
Since you asked for some criticism, I'd say that the whole toon was nice and fleshed out the whole way through. Only time the quality was slightly lower was when the Alien Saucer lowered down, and then flew back up.

In the shots where the saucer was just in the background, it looked more detailed and blinky.
The shot where the door opens up and the fog releases before the alien steps out is missing a couple sound effects as well, whereas the rest of the toon was SFX-rich.

Just teeny tiny things, otherwise I can tell this was made with love and the grease from the chips that were eaten.

Keep up the stellar work dude!

Tiltro responds:

Thanks for the criticism and reading the description. I'm glad it's not one word and you put the time to right a neat little review. Thank you again, you are a friendly Yeti yo

Good foreshadowing and jokes, but a couples moments like rummaging through the skeleton for loot were just a tiny bit slow or held too long.

I like your camera angles, but same with the knight looting the skeleton. When he turns around to notice something, the camera could have done a slight shift to make it a bit more dramatic to indicate he sees something interesting.

Keep it up! :D

GallowJolt responds:

Appreciate the feedback mate, I'm happy the knight looting the skeleton was translated well enough too

I haven't been that caught off guard in a while. I thought Sheriff Bean Sr. was gonna do some serious wrasslin' and save the day. :P

Awesome camera angles and action, I await whatever cool project comes out next in whatever capacity. :)

ChutneyGlaze responds:

4 stars. I'm honored 😌

I am Syrupmasterz, Master Of Syrup and creator/contributor to the cartoons you see before you...

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Joined on 4/20/14

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