THE FIGHTERS RESOURCE - Official Thread - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: Creative Zone (https://www.vg-resource.com/forum-86.html) +----- Forum: Games Development (https://www.vg-resource.com/forum-22.html) +----- Thread: THE FIGHTERS RESOURCE - Official Thread (/thread-20507.html) |
RE: THE FIGHTERS RESOURCE - Official Thread - Virt - 07-20-2012 Yeah, you should join!! I'd like to see how your character fights! RE: THE FIGHTERS RESOURCE - Official Thread - Shinbs - 07-20-2012 Thinking better,fuck Shinbs,I haven't sprited Shine since last year: Much more fitting. I'll try animating her,but I cant' promisse anything good =/ RE: THE FIGHTERS RESOURCE - Official Thread - Kitsu - 07-20-2012 They're good sure. They're actually too good for the style. Too much shading. Too much AA. Too much detail. but I do like them RE: THE FIGHTERS RESOURCE - Official Thread - Shinbs - 07-20-2012 Well shit. I agree that the dude ended up too detailed,but the girl seems much simpler,as any detail she has is on her head/hair,and the rest of her body seems p.simple IMO,so I thought it was fine. Here,I simplified the hair shading a bit,any better? RE: THE FIGHTERS RESOURCE - Official Thread - Crappy Blue Luigi - 07-20-2012 shinbs, buddy! your sprites, they're alright... but you've got much too much shading and antialias. it's overdetailed. tFR has an incredibly simply style to make it accessible and easy to make full sheets in, and it involves little shading and occasional antialias to smooth small kinks. i made a pretty drastic edit: see how shading is really only used to distinguish foreground limbs from background limbs? now, removing all of that excess shading and antialias may have created some issues with the shaping of her hair, which i did not try to fix since you're going to know her hair shape a lot better than i do. try not to rely on shading and antialias so much to define shapes, and keep at your sprite! RE: THE FIGHTERS RESOURCE - Official Thread - Shinbs - 07-21-2012 Thanks Crappy,I see what you mean. I made some minor edits to it,I hope it's good enough to actually fit with the style. Here,I made an animation,based on the old one from last year. I checked it's flow by infinitely Ctrl-Z-ing and Ctrl-Y-ing it,if you know what I mean.It seemed bouncy and vivid. Can anybody make an actual gif of it please? RE: THE FIGHTERS RESOURCE - Official Thread - Crappy Blue Luigi - 07-21-2012 at your service: the animation itself is very smooth and powerful, but the attack lacks range. what did you have in mind for this character? RE: THE FIGHTERS RESOURCE - Official Thread - Kitsu - 07-21-2012 Randomly, if you want to be able to make your own gifs, you can use a pretty simple program here made by Previous: (link) It's probably better than undoing/redoing haha. One of the strangest things about that animation is how the hair seems to be spiking out, almost like it's part of the attack or something; not sure if this was intentional. RE: THE FIGHTERS RESOURCE - Official Thread - HandToeKnee - 07-21-2012 I've been working on my character, let me know what you think. Idle & Ducking. Moving Forwards & Backwards Jumping Forwards & Backwards My sheet so far. RE: THE FIGHTERS RESOURCE - Official Thread - Previous - 07-21-2012 I think you could reduce the banding on that hand, like this or even simpler. The other hand has similar issues I think, but it's not really a big deal RE: THE FIGHTERS RESOURCE - Official Thread - StarSock64 - 07-21-2012 Something else to note is that with your back and forward jumps so angled, you might need one for jumping in place. I guess it's up to you how that works though. I was facing the same decision with mine... RE: THE FIGHTERS RESOURCE - Official Thread - Shinbs - 07-21-2012 Thanks guys. I made the hair like that to make the animation more dinamic,it's not meant to be part of the attack,but I see what you mean.I made the hair less spiky on that animation,I think it's better now. Crappy,I just reminded that animation was originally meant for a project shooting when I made the "8-bit" sprites,I guess that's why it lacks range as a punch.I guess I could keep it as that (projectile shooting),and come up with a new one for punching. So,this girl was originally the protagonist of a surreal "horror" game I planned to make some time ago,think something nonsense as Yume Nikki,but as a platformer and with dialogue. In the game her looks,personality and some powers would change acording to your actions. Her "brave" form is neutral and p.much stoic. Her "fearless" form is much more aggresive,and p.much a jerkass. Her "feeble" form is much more defensive,but a completely coward sissy. Since this is a fighting game,I think she could cycle through all three forms like this. Normal form for basic actions (jump,light punch,etc),fearless for havy punches,kicks,etc,and feeble for defense poses and deffensive attacks. I think it's a good direction to go if I can pull it off. EDIT:I know it's missing arms,I'll get to them. RE: THE FIGHTERS RESOURCE - Official Thread - megaMasquerain - 07-21-2012 Shinbs... I've been working on my fighter very slowly, though, so if you're dead-set on having Madotsuki as your Midnight Moe I wouldn't be opposed to switching over to Urotsuki. (I like 2kki better, anyways) RE: THE FIGHTERS RESOURCE - Official Thread - Shinbs - 07-21-2012 Damn,I picked Madotsuki because I thught it'd be fitting,but I WILL have to remake mine anyway since it's pose is pretty bland: I think it'd be a dick move to make you remake yours,so if you want to keep Madotsuki,I can switch to Poniko (with Uboa floating around) if that's okay with you. Anyway,here's an example of what I meant in my last post: (Duck Defense) RE: THE FIGHTERS RESOURCE - Official Thread - Kami - 07-21-2012 It needs a transition frame. If there is one it isn't really visible and it doesnt last long enough. |