(04-22-2014, 10:57 AM)Level 1 Wrote: [ -> ]There is a lot of room here that shows nothing, just show us your character, we don't need to see all of the blank space. Also, I think you are supposed to have a certain number of posts in the forums to be able to participate here. But I am not entirely sure on that.
Sorry for the above and maybe more. I'll keep that in mind for next time. As for the number of posts bit, I'm pretty sure I'm alright since I posted some stuff in the old threads without any negative feedback, other than the constructive kind in regards to my sprite.
Anyway, anything to critique?
(06-02-2012, 11:24 AM)Gors Wrote: [ -> ]GUIDELINES:
2-Don't join here unless you've been a member for at least 2 months. This will avoid random unknown people to join the project.
There is no mention of post minimum in the guidelines, so I'd say he's fine.
You're onto something here, but your design has some faults.
I dig the jelly/glass head, sort of reminds me of the Pokemon Reuniclus (which I'm fond of, for the record). That said, it seems disjointed from the body, in more ways than one. Aside from the brain nerve(s) (which, by the way, I think is/are misaligned), it doesn't give the impression it's connected to the body at all. This is because of the strange upper torso you've given your character.
There is also no interface or transition between the jelly head and the body...whatever it's made of.
That's another thing, the body's structure is strange and the anatomy is just odd. Where are the joints even supposed to be? where would you locate the hips? I'm assuming the anatomy is humanoid of course.
The armless orb hands frankly makes it seem lazy. I mean, Ray-man has no arms or legs, but even he has defined hands. You don't even have to put much detail to them in this style, but I would strongly suggest that you change them. Not sure what those magic circles are all about.
Overall, I think you should try to better define his body and make it more homogeneous to his head.
EDIT:
Oh, I looked into your history on this project, and gracious, have you gone through a lot of personal characters!
Alright, I'll work on the body and the hands. The head is kind of supposed to look that way, since I was planning a throw-mah-head projectile attack.
Also, personal characters come and go with personal issues.
I actually looked at your character and liked the concept of the projectile idea. Though the hands could use some work, maybe some that it has fingers, sort of how the Vectorman games did. Also, the head of your character shows little to no emotion, that can be a bit tricky to know when your character is being damaged, so showing more emotion through the eyes, or mouth would be a good indicator of this.
I kind of meant it to be like that. It's supposed to look like the face is just drawn on for personal purposes, and does not change emotion.
I have returned~
Haven't really payed much attention to the site since the last crash for some reason. I should have progress soon this weekend.
I'm back to. though, I may not do any work for this for a bit, as right now, I'm working on 3 webcomics. (one of them a crossover) So, yeah, I'm gonna be pretty busy.
(04-02-2014, 04:45 PM)TheShyGuy Wrote: [ -> ]Heres what I did real quick:
Yours is on top.
Instead of pulling the legs and feet in, I let them out a bit. I also noticed that your animated crouch looked like he had to rotate his hips, which looks weird. For mine, the hips only rotate down, the front leg points out towards the screen/viewer, and the back leg points to the right when it rotates. Basically everything rotated using the same orientation as they were in idle.
I also messed with the both hand's fingers. The further one are just nubs or w/e and I didn't try to show the top of the hand. Previously, both fingers looked like they shrunk on the third frame. Also, how about forgetting about showing fingers at all? I dunno, it's your choice.
-Sorry if this was a bad explanation.
If you could give me your edited sprites separated, that would be great. until then, I'll work on a different animation.
(sorry for Double post btw)
How how you going to use my edit? It might be better if you just redid the animation yourself. Maybe even change some things around like having his head face forward or diagonal down-right.
(04-24-2014, 03:39 PM)TheShyGuy Wrote: [ -> ]How how you going to use my edit? It might be better if you just redid the animation yourself. Maybe even change some things around like having his head face forward or diagonal down-right.
Even so, I'm going to be working on a different animation for now.
Oh, and here's the first sprite of my jump animation:
I'm not going to let this wind up like last time and not post anything progress wise and just wait until someone else picks this up. Guys, I'm sorry. I've gotten way over my head, and I'm not going to be able to do it. Finals are coming up, I'm having personal issues, summer is going to be full of work, and no matter how many times I try I can't do anything that is good enough for a project this great. I'm sorry guys for quitting, and I'm sorry for not being able to handle this. I'll post what I've had of done of Baegal, (which isn't much, I've gone through several stages of doing one thing, not liking it the next day and starting over) and in probably going to be a little less frequent on the forums. I hope an actual coder can help
Thanks for being open about it. Again, goodluck with life.
Making games is incredibly difficult and time-consuming, and the fact you gave it a shot at all is impressive enough in itself. Especially given the fact that in a fighting game, one on one fighting is the ENTIRE game. Sure, each character works in different ways, but you're basically trying to build everything from the ground up before it even becomes playable.
And there's nothing saying you can't attempt to pick it back up later, dude.
You worry about real life stuff for now and see what happens later.
I've decided to return to this (hopefully...) and instead of using myself, I will use the Yoshi corresponding me name...
As you can tell, the first one is the original pallet, the second is the secondary pallet.