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Sukapon* - Printable Version

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+------ Thread: Sukapon* (/thread-10063.html)

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RE: Sukapon - [robo9] - 04-26-2010

if you have the two part idle,

wouldnt you have to make transition frames for two different animations? Youd have the transitions for the normal, and then when he spins, wouldnt you?


RE: Sukapon - Ton - 04-26-2010

(04-26-2010, 04:59 PM)Iceman404 Wrote:
(04-26-2010, 04:13 PM)Tonberry2k Wrote: I think an all-or-nothing approach with the spinning is a better idea. Someone come up with an idle, hah.

I'm guessing the fact that Alpha's post was thanked by a majority means nothing.

Yeah, looks like we've been outvoted.


RE: Sukapon - Alpha Six - 04-26-2010

(04-26-2010, 05:21 PM)Jizmonicgamer Wrote: if you have the two part idle,

wouldnt you have to make transition frames for two different animations? Youd have the transitions for the normal, and then when he spins, wouldnt you?
Yes, but practically every character has two-part idles anyway. I don't see how it would harm anything giving him a 2-part idle.


RE: Sukapon - nicktheslayer - 04-27-2010

I think the added frames for his rolling attack should be in the first post.

THIS:
[Image: scclzb.jpg]


RE: Sukapon - Kitsu - 05-17-2010

*whip whip*

Back to work!



In order to keep this post somewhat useful, I think I'd like to see the spinning idle ingame before we completely rule it out. While I still think a normal idle would be better, if it works ingame, and the player can easily and quickly understand it, there's no problem with it being used.

If you're worried about tweening between the idle various attacks, you can just have it so that when you press the attack, it waits until it's facing the right way, then start the attack; he spins fast enough that it won't be too much of a difference, and it also helps to separate him so more from the other characters.


RE: Sukapon - Bane84 - 05-17-2010

(05-17-2010, 06:11 PM)Sploder Wrote: *whip whip*

Back to work!



In order to keep this post somewhat useful, I think I'd like to see the spinning idle ingame before we completely rule it out. While I still think a normal idle would be better, if it works ingame, and the player can easily and quickly understand it, there's no problem with it being used.

If you're worried about tweening between the idle various attacks, you can just have it so that when you press the attack, it waits until it's facing the right way, then start the attack; he spins fast enough that it won't be too much of a difference, and it also helps to separate him so more from the other characters.

But in highly competitive play (if this game becomes popular enough), every frame counts. One frame could stand between victory and defeat.


RE: Sukapon - Kitsu - 05-17-2010

(05-17-2010, 06:29 PM)Bane84 Wrote: But in highly competitive play (if this game becomes popular enough), every frame counts. One frame could stand between victory and defeat.

I know. So, Sukapon players would have to plan for that.
If you think about it, it'd almost be like encouraging the Sukapon player to develop a deep sense of rhythm to the attacks, in order to avoid unnecessary idle time.


RE: Sukapon - Koopaul - 05-17-2010

(04-27-2010, 11:26 AM)nicktheslayer Wrote: I think the added frames for his rolling attack should be in the first post.

THIS:
[Image: scclzb.jpg]

Keep the center of his body still so it looks like the limbs are orbiting around the body. That would be kinda cool.


RE: Sukapon - ectoBiologist - 05-18-2010

It... is.
Ouch!
His whole body moves at the same distance away from his chest even when he's falling. Ouch!


RE: Sukapon - Chaoxys - 05-18-2010

(05-18-2010, 04:52 PM)Airicy Wrote: It... is.
Ouch!
His whole body moves at the same distance away from his chest even when he's falling. Ouch!
He meant keep the center from spinning, not to keep in in place in general.


RE: Sukapon - ectoBiologist - 05-24-2010

Oh.
Anyway, chop-chop. We need Sukapon done.


RE: Sukapon - Raid - 06-25-2010

Well, I'm trying to accelarate the progress of Sukapon, so I will work only with him ^^.

Started with a easy thing, the walking animation:
[Image: sukaponwalk.gif]
I think it's not so good, but can't figure out what. Perhaps it's to similar from the idle.

I have some questions too...
What will his Up B be? (Please explain the move, because my joy mech fight version is the japanese)
Should the running be a normal rush or a spining?
We are using Solink's (only spinning) or Ran's (spining with a stand) idle?
In the video, his FS description is pretty much the Lugi's FS. Should we change something?
Should the Sukapon Roll have a diferent effect? (Like, the ability of bounce in players head)

... and some suggestions:
His head can became a item after thrown;
His grab can be long ranged by making his hand go far, so it will apear to be a simply grab.
In the game there's a fake of sukapon (Sukapokon). He could be his alt.
PS.: I've never played with or against Sukapokon.


RE: Sukapon - Baegal - 06-26-2010

his legs are too far apart, when he moves like that, his feet are a lot closer together


RE: Sukapon - Raid - 06-26-2010

Yeah, I know, just make his leg far apart to differ this move and his idle.
Actually, I don't asked if it's better to use this animation than the idle one.
What did you think?
__________________________________________________________
EDIT

Edit a little to make his legs stay closier, increased his height and linked with the idle:
[Image: sukaponwalk02.gif]


RE: Sukapon - Baegal - 06-27-2010

his legs are still too far apart :I

look at this video of sukapon

http://www.youtube.com/watch?v=3Mful0ETWuw&feature=related