04-24-2013, 05:12 PM
Hello there. It's been awhile since I did any critique, so I apologize if I do not adequately convey what I am trying to say the first time.
For the sheet you posted, they are pretty much Super Metroid frame rips, are they not? If you're going to go ahead and use those frames in that manner, I would recommend just wholesale using the animations from the game itself for the applicable animations, rather than the patchwork of frames you've got right now, which if compiled into an engine and animated would look extremely choppy.
If you want to make new frames/animations for Samus' powersuit, I'd recommend against simple rotations and splicing them together with existing frames. I would instead try to create a framework (draw a set of skeletons) of the type of punch she was attempting, and then sprite the powersuit into those poses. Though, I don't know if you're ready to attempt something like that, it would be a good exercise to undertake, considering you're trying to make a fighting game and will need to be able to do so.
For the switch between the Super Metroid Powersuit and Zero Mission's Zero Suit Samus... You should really stick to one sprite style. There is quite a stark difference between Super Metroid and Zero Mission's sprites because they are on different systems. The height, the shading/light values are significantly different. To be honest if you're going to use Super Metroid's powersuit, you should consider spriting Zero Suit Samus' in that style, else it's going to look pretty strange switching between the two.
As for not being able to make custom sprites, I acknowledge that you have this limitation. You should see this project as a way to break through into being able to make your own custom frames for characters.
That should be everything. Do try to keep at your project.
For the sheet you posted, they are pretty much Super Metroid frame rips, are they not? If you're going to go ahead and use those frames in that manner, I would recommend just wholesale using the animations from the game itself for the applicable animations, rather than the patchwork of frames you've got right now, which if compiled into an engine and animated would look extremely choppy.
If you want to make new frames/animations for Samus' powersuit, I'd recommend against simple rotations and splicing them together with existing frames. I would instead try to create a framework (draw a set of skeletons) of the type of punch she was attempting, and then sprite the powersuit into those poses. Though, I don't know if you're ready to attempt something like that, it would be a good exercise to undertake, considering you're trying to make a fighting game and will need to be able to do so.
For the switch between the Super Metroid Powersuit and Zero Mission's Zero Suit Samus... You should really stick to one sprite style. There is quite a stark difference between Super Metroid and Zero Mission's sprites because they are on different systems. The height, the shading/light values are significantly different. To be honest if you're going to use Super Metroid's powersuit, you should consider spriting Zero Suit Samus' in that style, else it's going to look pretty strange switching between the two.
Quote:I didn't stretch anything and i rotated the arms. I cant make customs, but i'm working on a better editThe problem is, it looks that way. Infact as a punch, it doesn't look very natural, or powerful at all. It's really quite awkward. As a rule of thumb, I'd recommend actually attempting to see how the movement works for a pose yourself. If you try and do that type of movement in real life, well... it's un-necessarily extravagant, and wastes potential energy by flailing the arm cannon around to her back. For a punch, I would imagine Samus would, in her powersuit, either attempt something similar to the existing animations in the Super Smash Brothers series, or swing underarm and upward, to impart as much kinetic force as possible. This is as opposed to a simple, straightforward punch that seems to really lose out on most of it's potential energy.
As for not being able to make custom sprites, I acknowledge that you have this limitation. You should see this project as a way to break through into being able to make your own custom frames for characters.
Quote:Also, why don't you make a samus punch sprite and show me yoursThis is the wrong attitude to take. You're showing us what you're doing and telling us what you want to do. We are telling you what to do, in order to achieve it. If you want someone to clarify what they mean, do so politely (and if you need a pictorial reference, go ahead and ask for that too.) Otherwise, don't throw up your arms and demand someone else do it for you like this. It doesn't help anyone involved.
That should be everything. Do try to keep at your project.