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tFR:SDtW Non Gors Workshop - NEWS! (05/31)
(03-03-2012, 01:51 PM)Hoeloe Wrote: Sorry about my lack of progress recently, too. Life caught up with me. I may be able to get some more done this week, but it's possible I won't get anything done until about the 17th.

Yeah, this week ind of caught up with me, but I should be able to get some done very soon.
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Some can be hit, but none can be burnt or frozen.
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Nick is really good at this style.
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I loved the other arms better...

But your sprite is flipping sweet PK.
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The centrepiece of the stage: Waru's Castle. Oh look, a Waru cameo!
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(03-03-2012, 04:21 PM)NICKtendo DS Wrote: [Image: A3HkH.png] [Image: GdoaT.png]
The centrepiece of the stage: Waru's Castle. Oh look, a Waru cameo!

Neutralize your background more.

It'd be easier to differentiate the characters from it.
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This better? If not, please give me some pointers.
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From what I can tell, Waru kinda blends into the background just a bit (I can barely tell he's there by his gold crown), just make him pop out a bit more, just like the background characters you see in Guile's stage in Street Fighter II, as an example. They are there, but they also don't stick out like a sore thumb or blend in with the background, kinda like Waru is doing here.

To make it a bit more unique, throw in some extra frames as if he pokes his head out to watch his foe get mercilessly beaten, only to have to rush to the bathroom because he drank a bad shake.
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Like this?
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Much like that, now I can recognize Waru better.
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The beginnings of a 2006-themed level?
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I didn't post anything for level spriting or such, but since they're away from the screen, it shouldn't have the main sprite's outlining (dark gray). It should use the object color's darkest shade so it gets fainter than the gameplay sprites. Even farther things and clouds shouldn't have outlining at all.
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(03-03-2012, 08:06 PM)Gors Wrote: I didn't post anything for level spriting or such, but since they're away from the screen, it shouldn't have the main sprite's outlining (dark gray). It should use the object color's darkest shade so it gets fainter than the gameplay sprites. Even farther things and clouds shouldn't have outlining at all.

You might want to add that for the tutorial then since once the fighters are done, in comes the stages!
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Minor update (I promise I'll do more when Spring Break starts next week)
Anyone have ideas on how I can attack?
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