Quirby - Quirby64 (PLAYER) - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Creativity (https://www.vg-resource.com/forum-126.html) +--- Forum: Game Development (https://www.vg-resource.com/forum-129.html) +---- Forum: The Fighters Resource (https://www.vg-resource.com/forum-138.html) +---- Thread: Quirby - Quirby64 (PLAYER) (/thread-25058.html) |
RE: Quirby - Quirby64 (PLAYER) - Quirby64 - 06-16-2014 (06-16-2014, 02:00 PM)Chris2Balls [:B] Wrote: Could you label everything on the sheet in future, as well as spacing out the individual animations a bit more, please? Aerial Specials do seem great for a char like mine. Made a Special dat one Fiyah Pokemon (I forgot the name, so I gave it the brilliant name "Pie") shooting FIYAH! Balls. Also Special 3 (WITH SPAMMING SPAM) is aerial, it just doe'snt look like it. (06-16-2014, 02:55 PM)awesome jitter Wrote: as what c2b said. Thanks for the ideas! Used 1 for the idea with dat one fiyah Pokemon (Again, "Pie" because forgotten name) and also Used 3 to make M&L shoot FIYAH! so much FIYAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHhhhhh...... RE: Quirby - Quirby64 (PLAYER) - DragonDePlatino - 06-17-2014 Going with what Chris said, why not look at Kirby's moves from Superstar Ultra? That game had lots of close-combat moves which still had some good range. Generally, to make up for his stubby arms, a lot of Kirby's physical attacks used some large bits of motion blur or short-range projectiles, like you can see here: Just...make sure not to overdo it! Fill up those 64x64 boxes more but no OP vulcan jabs! RE: Quirby - Quirby64 (PLAYER) - Chris2Balls [:B] - 06-17-2014 I think something else that can help you would be if you drew diagrams of how your character works on the stage, like how high he jumps, how fast he walks, etc. if you're having difficulties animating. It'll help us understand how you intend to make the character play, and it'll help you look at your character not as as a number of individual animations, but as a functioning whole. You know, it's okay to ask for help here or to admit you're a bit lost or not feeling inspired. For a community project, we're here to help each other out, after all. RE: Quirby - Quirby64 (PLAYER) - Quirby64 - 06-18-2014 (06-17-2014, 07:14 PM)Chris2Balls [:B] Wrote: I think something else that can help you would be if you drew diagrams of how your character works on the stage, like how high he jumps, how fast he walks, etc. if you're having difficulties animating. It'll help us understand how you intend to make the character play, and it'll help you look at your character not as as a number of individual animations, but as a functioning whole. I managed to do an animation of how fast he'll be in the stage. Because the image wouldn't play the speed I needed no matter what once I uploaded it, I took the not-even-close-to-old-fashioned-way and did some recording then converting on mah 2DS. (sorry for low quality, this is what I got after converting ) RE: Quirby - Quirby64 (PLAYER) - Chris2Balls [:B] - 06-18-2014 Yeah, I'd do the movement animations first then the rest. Keep going! Side note: if you're not using GIMP or anything under Wine, then this website allows you to make gifs. This could come in handy in future for screen captures on Linux. RE: Quirby - Quirby64 (PLAYER) - DragonDePlatino - 06-18-2014 Linux...Linux...Quirby, why not get WINE and run an old, free version of ASEprite on your machine? I know I tend to plug this program people a lot *looks embarrassingly down at signature*, but I always had trouble finding good animation programs until I ran into ASEprite. And it has onion-skinning, so you can see your previous frames and animate smoothly! I could even ask the developer and he might see if he can compile a Linux version for ya'. RE: Quirby - Quirby64 (PLAYER) - Kosheh - 06-19-2014 (06-16-2014, 12:47 PM)Quirby64 Wrote: [quote='awesome jitter' pid='554591' dateline='1402931326'] Leapfrogging of of this post and C2B's, I think you should probably take a break from spriting the character and revisit the drawing board to think up of cooler attacks for Quirby to have. His current attacks currently have no range and...generally seem uninspired. Actually, you may want to hit the drawing board for a lot. Out of curiosity (and not intending to be a jerk) have you ever played a fighting game besides Smash Bros? You may want to take a few days and plop down in front of a TV with one, (actually, just look up tournament play vids of Marvel VS Capcom or Street Fighter 4) and pay careful attention to character's attack reach, their special attacks, and their super moves. There's plenty you can do with Kirby (and Quirby) to give him a more varied, richer moveset. But before you do that, think about fighting games and try to figure out what Quirby's role is in the game. For instance, looking at Street Fighter 4, characters like Cammy and Ibuki play an extremely offensive melee game by assaulting the opponent with quick attacks and little chance of error (within the competitive scene, they're referred to as "rushdown" characters). Then there's characters like Zangief, T-Hawk or Dhalsim that play more defensively and wait for overaggressive players to mess up and then punish them accordingly. Without taking the "science" into it, I can already think of alternative attacks that Quirby can use. - Kirby, as a character has really big feet. Quirby, literally being Kirby with a Mario hat, should be well capable of that, too. Kirby's forward-A in SSB (not the Smash attack, just holding the direction) has him do a roundhouse kick with decent range. That alone gives Quirby a little more of a change with pokes. - I'm pretty sure Quirby can do more than hammerspace Micro Machine cars from his hands...like, I'm pretty sure they could trip him and flip around in midair to serve as a large, quick projectile - On the subject of hammerspacing sprites out of his hand, why not just have Quirby's hammerspaced Mario jump out of his hand? If the attack's done at point-blank range, both Quirby's punch and Mario's jump would connect, making it a good way to end a combo! - Quirby's Moltres attack would actually make a good Gognio move. Moltres can summon a lot of fire. A really lot of fire. But I just read about it on the Internet, so I'm pretty sure he could summon a lot of fire and fly around on Moltres' back. Though, given the nature of VGR, I'd try to see if you could make minimal use of existing game sprites and create your own (i.e. turn Mario into a derpy Super Jumping Friend, Moltres into Sacred Flaming Bird) RE: Quirby - Quirby64 (PLAYER) - Quirby64 - 06-23-2014 (06-19-2014, 10:37 AM)Kosheh Wrote: Out of curiosity (and not intending to be a jerk) have you ever played a fighting game besides Smash Bros? You may want to take a few days and plop down in front of a TV with one, (actually, just look up tournament play vids of Marvel VS Capcom or Street Fighter 4) and pay careful attention to character's attack reach, their special attacks, and their super moves. Actually, the only other fighters I've done were Beatemups. (06-19-2014, 10:37 AM)Kosheh Wrote: Without taking the "science" into it, I can already think of alternative attacks that Quirby can use. Added that to the sheet. Also, all of the kicking moves have better range because silly comical feet stretching. (06-19-2014, 10:37 AM)Kosheh Wrote: - I'm pretty sure Quirby can do more than hammerspace Micro Machine cars from his hands...like, I'm pretty sure they could trip him and flip around in midair to serve as a large, quick projectile Eh. *le shrug* (06-19-2014, 10:37 AM)Kosheh Wrote: - On the subject of hammerspacing sprites out of his hand, why not just have Quirby's hammerspaced Mario jump out of his hand? If the attack's done at point-blank range, both Quirby's punch and Mario's jump would connect, making it a good way to end a combo! Would'nt the fireball count, though? It kinda serves the same purpose (ending a combo). (06-19-2014, 10:37 AM)Kosheh Wrote: - Quirby's Moltres attack would actually make a good Gognio move. Moltres can summon a lot of fire. A really lot of fire. But I just read about it on the Internet, so I'm pretty sure he could summon a lot of fire and fly around on Moltres' back. Given the fact I barely know anything about the main Pokemon games, I just settled for a basic fire attack. I can see what I can do. (06-19-2014, 10:37 AM)Kosheh Wrote: Though, given the nature of VGR, I'd try to see if you could make minimal use of existing game sprites and create your own (i.e. turn Mario into a derpy Super Jumping Friend, Moltres into Sacred Flaming Bird) WHAT IS A SUPER JUMPING FRIEND No, really. >.< NEW SHEET OF THE SORTS : RE: Quirby - Quirby64 (PLAYER) - Chris2Balls [:B] - 06-23-2014 Ah yes, some of the attacks have a better range now! It's a lot easier to see what's what now it's labeled, too. The sheet could do with more organising (putting the punches together, the kicks together, etc) and don't be afraid to start a new line for each animation, apart from if it's something like punch 1 and punch 2. That being said, I'm sure you can improve on your animations. I've noticed you've included an idle frame for most animations - don't bother, it's a frame wasted for the four you could use. Here's a comparison: Now, in the Kirby animation, you'll notice there's a frame where Kirby is facing the opposite direction: this is the build-up of the animation, Kirby is building up torque so that he releases more force. Then follows an intermediate frame which expresses speed, and finally the attack frame itself. All that took four frames, yet it is a convincing display of strength. Your current animation has three frames including the idle frame. Quirby is facing forward in both last frames, and the only thing that changes is the length of his foot. What's lacking most is the build-up to the attack, but you could also have an in-between frame like above. Keep going, and don't hesitate in posting gifs too! RE: Quirby - Quirby64 (PLAYER) - Zadaben - 06-23-2014 Hey Quirby, sorry to be the one to break it to you, but you can't use sprites that aren't yours in your sheet. Like really, it's not okay at all. You should try to do what Kosh suggested and turn as much of it as you can into original stuff the cars can just be regular cars, and Mario can turn into Super Jumping Friend (a Mario ripoff, who is the same thing but not Mario himself) and if you insist on having a pokemon, which would be weird because you yourself said you never play pokemon and you couldn't even remember the name of the one you're using, then you have to make your own custom sprite of it, using the tFR pallete. Furthermore, and I know I'm coming off as really harsh and nasty but it's true sorry, your sprites are really just not up to par at the moment before you make more you should work on bringing the current ones up to scratch, or else you're just giving yourself more work later on. Pay attention to the crits people like Chris are giving you, if you follow them and really start nailing down the concepts they are giving you, you'll be able to produce a competent sheet for sure, and with enough hard work you might even reach the level of people like him some day. RE: Quirby - Quirby64 (PLAYER) - Kosheh - 06-25-2014 (06-23-2014, 02:03 PM)Quirby64 Wrote:(06-19-2014, 10:37 AM)Kosheh Wrote: Though, given the nature of VGR, I'd try to see if you could make minimal use of existing game sprites and create your own (i.e. turn Mario into a derpy Super Jumping Friend, Moltres into Sacred Flaming Bird) Did you even read the whole line, lol? It's literally what Zada just said - make your own original character that jumps out of your hand. but don't tell anyone that I made the name up just for you ;D RE: Quirby - Quirby64 (PLAYER) - Quirby64 - 06-25-2014 (06-25-2014, 12:03 PM)Kosheh Wrote:(06-23-2014, 02:03 PM)Quirby64 Wrote:(06-19-2014, 10:37 AM)Kosheh Wrote: Though, given the nature of VGR, I'd try to see if you could make minimal use of existing game sprites and create your own (i.e. turn Mario into a derpy Super Jumping Friend, Moltres into Sacred Flaming Bird) *has just realized that* MIND BLOWN. OK, I'll go do something! Something of the sorts! RE: Quirby - Quirby64 (PLAYER) - Quirby64 - 07-02-2014 (06-25-2014, 12:49 PM)Quirby64 Wrote: OK, I'll go do something! Something of the sorts! I didn't do something of the sorts. I can't find another move to use. What, would I have Quirby hold the GBC with his foot? Because that makes TOTAL sens-*shot* Anyway, stuff n' stuff n' stuff n' stuff. Also, somewhat edited all of the sprites : Pac-Man has eyes and a TOUNGE, by nerp. Marble has different design. Test Drive 6 Cars have been "modded" to look like there racing counterparts or a racing version of them. Also touched up the sprites. TOCA Touring Car Championship Cars have been de-modded to be there original models. Also touched up sprites again. Motres has a somewhat bigger edit than the others ; some dithering added, others removed, changed the neck pose, re-did parts of the body. HAVE FUN RE: Quirby - Quirby64 (PLAYER) - Quirby64 - 07-04-2014 Flash Drive because I can. I did Luigi's punch better at putting it in the 64 X 64 box it seems, as Quirby moves back towards the end of Mario's. FIYAH. Not much of an edit I will work on it later, but here's what I have planned for a "before fight" animation for Quirby. RE: Quirby - Quirby64 (PLAYER) - Virt - 07-04-2014 This attack lacks any sort of range whatsoever. Also, the animation is pretty weird. |