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Rabid, go checkout lice-cap for gif recording. http://www.cockos.com/licecap/ I just tried out GifCam twice but it doesn't seem to record as smoothly as licecap. Although GifCam is nicer looking and probably better for more static-like recording.

-Thanks Chris, I'll work on it. I might just scrap the strafe and go for a normal run/walk cycle. What I have now isn't giving off the look I wanted anyways.

______

Thoughts?
[Image: IDhFf3F.gif]

Edit: err ignore the run. Realized the game doesn't have running, just walking =/.
Other than the bunch of pixels that are peeping out of your personal box inside the 64x64, all I can say is that it seems pretty small compared to the sprites in your earlier post. Although, I assume you've got some sort of process to deal with this, so all in all it looks pretty good.
[Image: r4v0D8S.gif]

so yeah i did the idle pose

[Image: pikm1GK.png]
and you'll notice there's an "unshaded version" which is closer to the game's original style, but i think the shaded one looks better
help me choose
Gotta be honest, while I agree that the shaded version does look better, when I look at the less-shaded version after seeing so many over-detailed and out-of-style characters, it's really refreshing to look at.

I personally think it should resemble Gors' sprites more, so I vote simpler version.
God that portrait is terrifying

I would've expected this character to float...If he's standing on his tail, shouldn't it compress? It would be kind of cool if you made it compress/uncompress like a spring.
simpler fits the style better imo. also lexou duck seems a bit elongated than you usually draw him. its seems to be present with his right arm and body
ok so taking in account what you guys said
(except for recme because my ref needs a certain size hitbox and i actually like the elongated look)
i redid the idle
[Image: Q1RNKhN.gif]

and i did the walk forward
[Image: E6zA3cR.gif] believe me it looks fine if the character is actually moving
(he's scratching the ground to build up electric friction get it)

edit: also did the walk backwards
[Image: 918NqrU.gif]

here's the sheet
[Image: wuRNbBx.png]
C+C pleeaeaaasse
OH MY GOD THIS IS GREAT

RabidPeep you have no idea how exciting it is to see this being worked on again
everything looks fantastic and I have total faith in this project again

(04-25-2014, 04:48 PM)RabidPeep Wrote: [ -> ]So far so good. I'll fix the fudgy ground collision later (mostly belting out the framework). After Ocks runs off, I show the way I'm loading the graphics in. Basically I'm programmatically mirroring the images to cut down on graphics loads so that when full characters are loaded in, it's not wasting space.

Only thing is that means that the shading wouldn't be right - but has anyone even been doing that where they made separate left/right sets of their animations? I didn't see any of those, just a design question is all.

[Image: gEYjYts.gif]

IT'S BEAUTIFUL ♥
But it seems like people missed a post I made when I finished my character. I hope you haven't gotten too far along in the project, because I have much more than the sheet.

http://www.vg-resource.com/thread-20507-...#pid516210
For example, I have somewhat faster framerates for the run, and the jump animation doesn't loop.
I hope the link helps. It has sample animations for everything and a .zip file that has everything compiled.
Also, I redid my mugshot and had some extra things I recently posted here:
Quote:Here's my word bubbles, fight icon, and I updated my mugshot (new on left).
[Image: 2nzyTlp.png]

":U" is the taunt one (should vibrate quickly)
"G-GUH" is the lose

I think the large ones are encounters?

I'm going to do a lose animation and taunt one soon!
Should I have multiple mugshot expressions?


Again, so pumped you can help us! Let me know if you have anymore questions!

I will respond to everything else as soon as I can but I have to go right now

But wow this has made my day so much better ♥
Yeah, I grabbed that sheet. I just did it after I loaded those three sprites and before I started doing the massive undertaking of getting a basic character fully finished. It's still in a rough state with about 60% of the fighter actions taken care of with a target test room to show off the attack's hit boxes and the like.

But I'll have to wait until later tonight or tomorrow to do more work on it - I've got shit to ship out and database stuff to crunch for a friend. Don't worry though guys, this is very quickly turning into my main pet project - I just have other obligations to take care of. Got like six packages that need to go out and I need to expertly pack them to keep the figurines safe.
oh, awesome. Just making sure.

Godspeed o/
You know, I just realize that there's one thing that would make this game look a little cleaner.

Turnaround tween animations, for when an opponent jumps over you and forces your sprite to turn around (it's just one additional sprite)

Sorry it's hard to explain as I'm not really at home to show it - but it's in many of the Street Fighter II sheets.

Though, come to think of it (sorry, honestly haven't looked through this thread's 80 pages) does every character have a walking-forward and walking-backward animation, too?

And once again, if every character does have a turnaround tweener animation, disregard this post lol.
also since we're talking about adding frames

my character is probably gonna use a lot of electric attacks and thinks others will too

so if i can ask everyone to make a skeleton hit frame that'd be great
plus those must be fun to do
[Image: IE9e4lh.gif]

[Image: 5eN0SwK.gif]

"walking"
(04-27-2014, 06:07 PM)Lexou Duck Wrote: [ -> ]so if i can ask everyone to make a skeleton hit frame that'd be great

its your attack, it wouldnt be so hard to make the skeleton hit frames yourself. most people finished their sheets and really wouldnt want to go back for 1 frame. some peeps dont even go on tsr anymore, (like chaoxys and meta) so contacting them for such things wouldnt be the best solution
(04-27-2014, 06:07 PM)Lexou Duck Wrote: [ -> ]so if i can ask everyone to make a skeleton hit frame that'd be great

something like this?

[Image: xJFaM1p.png]