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Gooey*
You forgot to mention "the wall slam still looks really bad."
Thanked by: Gors, ThePortalGuru
(12-29-2010, 02:12 AM)Ran Master 27 Wrote: To inspire & Motivate:

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Intro + Idle [Finished]

Added and editted frames to connect and emphasize animation.

Please don't leave this forum anymore.
~~LOVE~~ 1, 2, 3, 4, 5, 6, 7, 8, 9.
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I check this section of the forum almost daily.

But it gets boring after a while, to be honest, I wanna see someone else take a shot at the animations also, it gives me inspiration to spark up another animation.

I don't know why, but it does.

I'll try to find the inspiration to maybe touch up another animation here, or sukapon, or whoever floats my mind first.
Thanks for the support though, it does make my time spent spriting worth while.
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I couldn't agree more on the inspiration part.

I'll see what I can do here in a second. I'm planning on fixing the neutral b thing when he has someone in its mouth. It's REALLY bothering me.
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Thanked by: Ton, Dils
Well Here You Go... Also I think many of the attacks and motions need to be redone such as the jump... All you would have to do is take some of the sprites from the intro cut out the middle and put color and BAM!!! It's that easy..
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I just think we should redo half of his sprites so he's not so sluggish. Because, when was he ever sluggish or slow? What, because he appears to be a goo like substance he automatically takes like 5 frames just to jump (Not to mention his other moves)? He should be just as quick and efficient as Kirby, but have different moves than Kirby. Seriously, it would really make him much less of a pain to play with (And less of a pain to sprite).
~~LOVE~~ 1, 2, 3, 4, 5, 6, 7, 8, 9.
[Image: mousey.gif]
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The sluggish controls for Gooey could be my fault.
For most animations in the game, I make each sprite last about 3 frames in the engine (the engine plays at 30 frames per second so that is about 100 milliseconds per sprite). So in this situation, it is possible to make the animations play up to three times as fast if I make each sprite take only one frame.
I also used a lot of interpolating between sprites to make them appear a lot smoother (like using scaling and rotation to make a 7 frame animation feel like a 23 frame animation, which is used a lot on Gooey in the engine).

Gooey's jump animation in the game right now is 7 frames (using 3 sprites). It seemed fine to me, but some people say it feels too sluggish.

This is another reason why I made the character designer. Because I plan to have people be able to edit and re-post the character files just like they do with the sprite sheets here (So people can edit the timing and speed of attacks and even the strength of attacks to make the characters more balanced).
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Thanked by: Iceman404
(12-09-2010, 03:56 PM)Negative-Zer0 Wrote: OK, so i have been working from yesterday, but here is the write-up.

Now i know gooey is supposed to be a slow character. But he is slow to the point of where his attacks can't link together nor can he truly be useful outside of the ring.


On top of that, his recovery bounces off of the wall easily unless you
angle it JJUUUUST right. If you have tested gooey's up b "Space Jump" If your timing is correct, i am unaware of the amount of frames in which the buttons have to be pressed and held down, than you will do a full circle around the edge. While testing the game i stumbled upon this and discovered that it was to hard to do. In short, gooey should be able to control his up b better. His down b should temporarily stun the opponent.

Now on to attacks. His umbrella would be better for a forward smash not only because he has more range but becuase he is safe from close ranged attacks. His U-air needs to have shorter frames of recovery so he can link them together easily. This is a HUGE problem because gooey can easily be punished from an enemy from above. The hitstun is the current build doesn't make him any better either. It is like they are moving with the same amount of hitstun as a jab. If the hitstun works more like it did in melee, he might not be getting punished so easily. If it is still unclear, than think of when they get hit to the point of twisting. That is the kind of hitstun that should be at low ranges. Knockback must be adjusted and balanced. The the knockback changes between two different percentages is too drastic. His Tilt up also need shorter frames of recovery. His back air needs to be hitting them up not downward. More hitstun on his slicer thingys. His Up smash needs nerfed damage and knockback. Down tilt needs less start-up frames. Everything else is perfect.

Now on to movement. Gooey's jump and double jump have WAAAY to many start up frames. And the fact that he falls downward slightly as he double jumps make him worse and completely unable to link anything. His jumps need to be NEAR INSTANT. His speed going up also needs to be sped up a slight.


Also a note on the actual game.

If there is no L-Canceling, then NO LAND LAG. This is the HUGEST problem with gooey. On top of him him slugging around everywhere, he has land lag so he cant even be safe attacking in the air.

I hope you enjoyed this read. If you have any comments on this write-up, tell me what needs to be adjusted and why so we can work around making gooey a good character.
Just in case you needed to know what to do with him.


I think that you you need to keep the character designer away from the public. The only people that should be using it are people who are able to pump out great DLC. I know this sounds harsh but the game would end up looking like he who should never ever ever ever be named's game.

Thanked by: Iceman404
I think the fact that Gooey is a ball of goo is a perfect reason to be sluggish. How nimble do you think such a thing would actually be?

If you do change/remove a few frames, just don't take it too far. The whole idea is to give him a unique playing style, as opposed to him merely being a blue version of kirby.
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Thanked by: Dils, Ton
I understand why people want him to be sluggish, but imo, he seems to energetic for it to work. I mean look at him. His actions would make him look like he's bouncing off the walls, not trudging along. If anything why not make it just a little faster/slower and change his traction to make it different from Kirby? I think having his slip around more would be more fitting for him than making him slow.
Thanked by: Iceman404
He could be slow, but hit fast.
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(01-22-2011, 10:41 PM)Negative-Zer0 Wrote: I think that you you need to keep the character designer away from the public. The only people that should be using it are people who are able to pump out great DLC. I know this sounds harsh but the game would end up looking like he who should never ever ever ever be named's game.

Right now, the character designer can do two things:
1 - Create characters for the game and DLC (only for developers of the game). I will have to manually put each character file into the game which means that it won't be open to everyone.
2 - Custom characters (will have very limited access in the game, like you can't use them in all-star mode or whatever). Basically the point is to have a use left over for the character designer when the game is done and a reason to make the character designer user-friendly.

I was talking about the first one when I said that people could edit the strengths and speed of attacks.

Basically it looks like I will be the only one converting sprite-sheets into playable characters in the game. But I plan to let other people start making characters so it's not just me. (Trust me, I'm getting a little tired of animating every single animation for each character which almost takes more time to complete one character than I have spent on the entire engine)
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Thanked by: Iceman404
I think while Kirby is floaty, Gooey should fall fast and jump up fast like a bouncing ball. Gooey's character would promote bouncing around than running.

Yeah, I reckon it'd be cool for him to have a fairly low knockback too, seeing as the punch's impact would be absorbed a bit by the blubber. Tongue

Pros
Low knockback, effective at jumping

Cons
Attackshave a rather large amount of lag
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Attacks should come out fast, but recover slow.
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