10-17-2010, 12:07 PM
Well if the animation is supposed to look like it does in the game engine, what is the point in animating it just like it is in the game engine if you can already see it in the game?
Gooey*
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10-17-2010, 12:07 PM
Well if the animation is supposed to look like it does in the game engine, what is the point in animating it just like it is in the game engine if you can already see it in the game?
10-17-2010, 12:20 PM
Because:
1. If theres a problem with it, at least we can sort it out before it gets uploaded on to the game 2. It makes Runouws job so much easier (ie. instead of having to put in every single sprite, lining it up with the last sprite, blah blah blah)
I'm just going to go ahead and say I don't have a clue how I'm supposed to make that animation in the game with just these frames:
well I had one last go at it looks closer to the in game Thanked by: D2S-Speed
Yes, the transition frame and the 'exaggerated' frame make it look really good.
Also, I have to admit: before I sort-of cheated in the engine to improve the look of attacks by using scaling and rotation as transition frames. See, compare the old intro animation to the intro animation in this: http://tsrsmashbrosproject.pastebin.com/...i=UbvDCiNy (You will have to save it as a text file then load it in the character designer)
10-18-2010, 06:11 AM
The animation is decent, but it's very lacking. The main problem here is a lack of creativity, energy, and impact.
Here's my fix; -> & - Added an extra lower frame to add further impact to the attack - Modified the sharp upper motion to have more impact as well - Added smoothening frames (just small tweaks to existing frames) Gooey is literally a ball of goo-- thus, his movements should be more slimelike. If he's charging up a strong move, he should squish around more! And you have to remember-- these are Smash attacks, so they should be a lot more over-the-top. Thanked by: Nindo, ThePortalGuru, D2S-Speed, Kitsu, Iceman404
10-18-2010, 09:45 AM
This is much better, but the intro shape looks odd.
10-18-2010, 01:18 PM
Agreed. He should start as a blob still without the sharp ends, but keep him low to the ground.
Thanked by: Kitsu
10-18-2010, 01:53 PM
The sharp corners was me being really lazy on my end. The animation only took me about 20 minutes.
Alrighty, so I just had this quick idea for a down B: I thought that perhaps he'd liquefy himself, and then anyone who steps on him would slip and fall. Then, we he rises to go back into his normal form, anyone who had tripped and fallen atop his liquid self would be hit (by his re-forming body) and be sent a short distance. Might need a bit of playing around to whoever's animating (I can't). He's stay in puddle form for a good three or so seconds for example. Also, when he actually goes INTO the puddle form... I believe only the first, third, fifth and sixth sprites are necessary, to make it fast. Then, use all of the sprites backwards to make a fluent rising motion. EDIT: Uploaded a newer sheet containing a drawn example of what I was thinking for an interesting side special move. He grabs the ground with his tongue, and swings himself in a circular motion forward, coming crashing down on the ground ahead, before rolling in an attempt to stop himself ( ) as you can see. I know the tongue looks horrible, and what-not, but yeah, It's just an example really. I'm not too flash at spriting keep in mind.
10-19-2010, 09:13 AM
The motion effect on the tongue wasn't quite up to par imo, so I took a shot at it. I think lacking a black outline makes it look faster.
I also noticed a problem with the colours. In some poses, the darkest blue shade actually consists of two virtually identical colours. I can fix that later unless someone else is faster. Thanked by: ThePortalGuru, Alpha Six, Kitsu
10-19-2010, 10:32 AM
I love you, Neslug.
Tarvonas, what were the old attacks? The fireball and eating?
Likewise Ton.
In the meantime, I fixed the slight palette mishap. There were actually two blacks as well, one pure black and one with a blue value of 1... (I retained the latter one just so you know) Continue from this one. Thanked by: Ton
10-19-2010, 10:59 AM
-What if, for his side special, he turned into a boomerang that could be canceled anywhere along its path? That way he could make the whole cycle and come back, or go out to its apex and stop as a stage return? Actually, turning into a wheel might be better, but would it be too much like Jigglypuff/Wario? How about Missile? That seems like a funny ability that would be right up Gooey's aisle.
10-19-2010, 11:13 AM
Self-rubberband? Would cause mostly horizontal knockback.
The sheet hasn't been updated with my animation revision yet.
Also, here's an idea for the side B-- he takes the shape of a slingshot, pulls back, and then flings his entire body forward. Maybe we could have four different shapes, each one doing its own type of damage, or the shapes could be purely aesthetic. Probably a bad description. I'd draw up an example but VANQUISH ALL DAY BABY. |
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