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Virtuaboy's Sprites...
#31
Well he's a can of spam not sure he works the way a human character does Big Grin
plus add in the special effects like hit sparks and such and any thing can look like it hits hard.(learned that from mugen)
[Image: mugen.gif][Image: 41583772.gif]


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#32
Nah he needs to move more when he punches. Make it look like he has some force behind it. At the moment to normal punch animation just looks lazy.
[Image: randomimage.cgi]
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#33
better?
[Image: 1343833433494.gif]
[Image: 134383335995.gif]

also
I tried some wire frame drawing take a look
[Image: sheettwof.png]
[Image: buster.png]
Im not to sure how many colors to use for Gunbusters pallete and I'm not sure how to go about the shading either...
[Image: mugen.gif][Image: 41583772.gif]


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#34
A good way to do the punch animation is too have him step forwards when he punches. Even if it's only a little bit, it might help. If you want, do that same kind of punch in front of a mirror to see what you do. Also it's impossible for your feet to slide around like that, I think. Wink
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#35
Hmm but with the limited amount of pixels sliding feet seems to be normally used in fighting games. Also limite number of frames and animations allow a character to get their moves of faster.
http://www.youtube.com/watch?v=mbY3K0sdbiY
watch the video and notice the feet. Some moves they hardly move. some of them are dash attacks which really only need 1 frame and the sprite moving.
[Image: mugen.gif][Image: 41583772.gif]


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#36
His body needs to move, he needs to move with his punch.

[Image: punch2.gif] (yes I just hot-linked my own site)

There has to be some power behind it. Your old-style punch animation was fine, it looked like a nice sharp jab (and didn't need much movement to achieve it) but this punch just looks like he's rotating himself and not punching.

I think your multi-punch looked better before you made him move so far forward as well.

Your frame drawing is really good, but the shading on the big robot needs to be flipped as having shadow on the outside makes his foot look like it's on backwards.
[Image: randomimage.cgi]
#37
Ok I see what you mean I may need to just add one more frame to the punch itself (in the first one he cocks back to punch adding more power to it i believe)

Also heres just a mock up of what the move would look like
[Image: 134383900683.gif]
I'll add the cock back to the punch

edit
Should there be more cock back?
[Image: 1343840911524.gif] the fram rate is slow for some reason
[Image: mugen.gif][Image: 41583772.gif]


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#38
I'd like to see it without the multi-punch as

[Image: 26203895.png]

that frame is hard to see clearly (thanks to browsers playing gifs at whatever speed they seem to fancy).

I'd also think "flipping" the above frame for the end of the punch would add a bit more weight to it (so he's leaning forward and his back foot is up).
[Image: randomimage.cgi]
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#39
[Image: 1343848370427.gif]
hows this?
Im confused what you mean by flipping that frame so i put it at the end of the punch
[Image: mugen.gif][Image: 41583772.gif]


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#40
I meant flip it as in, that kind of post, but the other way round. Forget the flip thing - it's just going to cause confusion.

Basically make his end punch frame have him tilt forward a bit.
[Image: randomimage.cgi]
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#41
Ok I'll get back to the Spam later(any comments on the projectile attack?)
Now I'm working on Mugshots of various characters.
[Image: vokun.png]
The first one is a character I made up, then jelly jiggler and tingle.(I think tingle may need a little more work however.)

Also for the tFR has anyone thought of using the mugen fighting engine? It usually uses big characters but I think it could be scaled down to smaller size. (only posted it here because I'm not supposed to post on the actual thread yet)
[Image: mugen.gif][Image: 41583772.gif]


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#42
(08-02-2012, 10:52 PM)Virtuaboy123 Wrote: Also for the tFR has anyone thought of using the mugen fighting engine?
They did consider it, but the limits weren't really working towards what they planned I think.


You might want to add another shade to give them more depth as they look a bit flat. Some more highlights on the metal armour might be neat, to, so it looks more shiny.
#43
(08-03-2012, 01:28 AM)Previous Wrote:
(08-02-2012, 10:52 PM)Virtuaboy123 Wrote: Also for the tFR has anyone thought of using the mugen fighting engine?
They did consider it, but the limits weren't really working towards what they planned I think.


You might want to add another shade to give them more depth as they look a bit flat. Some more highlights on the metal armour might be neat, to, so it looks more shiny.

Should it be a lighter or a darker color? For the metal I know it should be lighter but the others should be lighter too?
[Image: mugen.gif][Image: 41583772.gif]


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#44
Here's some updates

a little more shading to gunbuster and i tried to add a little more shading to the metal on the mugshot
Also I updated my munchlax sprite.

[Image: buster2y.png]
[Image: mugen.gif][Image: 41583772.gif]


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#45
Wow, nice work dude! Keep it up!
[Image: H4KAm.gif]
Yup. I'm a Touhou fan.
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