05-24-2012, 07:14 PM
(This post was last modified: 05-24-2012, 07:15 PM by Gaia.)
To get my shit together, I'm gonna put up a theme for my fighter, considering it well help find a sense of direction as I tend to start from scratch if I find something wrong our out of character for my fighter (or that there's a flaw in one of the movesets, generic and bland, etc).
I was considering an SRPG theme for him, and work from there~
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Would June be too late to start a character? I have plenty of attack ideas/rough sketches, but I haven't had any time lately to actually work on my character.
nope, this is an ongoing project. Feel free to make sprites
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05-27-2012, 01:30 PM
(This post was last modified: 05-27-2012, 01:53 PM by Baegal.)
Updated with Jump. (you have no idea how much trouble those three sprites have given me ;~;)
Also, what are the specifications for the defend? Does it have to necessarily block an attack?
For my air defend, I was thinking it'd be really cool if instead of blocking the attack, he would turn to avoid the attack. It would look similar to the burnt sprite in terms of the perspective, and would be layered behind the attack, as if he was shifting to the side in the air, kind of like this: http://www.videogamesblogger.com/wp-cont...enshot.jpg
Does that make any sense? And is that possible in terms of programming?
Also, just in case anyone missed this:
(05-23-2012, 07:57 PM)Baegal Wrote: Also, how do the specials work? Will it be a result of a combo, or is it a specific button only useable with an energy gage? I'm a n00b when it comes to fighting games :U
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I forgot to explain the special attacks, yay me
the special attacks can only be performed when your GOGNIO bar is filled. This bar fills up when you attack/take damage. As for now, special attacks can be either 1-powerful and damaging move, and 2-spritality, a cutscene thingy done in the end of a round.
as for the dodging, I think you could implement it as your parry move (backpedalling), the evasive move that cancels any attack if you press forward the exact moment it connects.
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05-27-2012, 02:53 PM
(This post was last modified: 05-27-2012, 02:53 PM by Baegal.)
Alright, thanks. Are the special attacks going to be a button, or is it a series of buttons? ("PPPK" combo or just a button like "A"?)
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05-27-2012, 04:47 PM
(This post was last modified: 05-27-2012, 05:45 PM by Baegal.)
Slightly revised and animated idle, fixed the strawberry status
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05-27-2012, 05:39 PM
(This post was last modified: 05-27-2012, 08:09 PM by Chris2Balls [:B].)
Here are most of the animations:
I have to sort out the canvas size so that they don't look so squashed.
YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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05-27-2012, 07:33 PM
(This post was last modified: 05-27-2012, 07:35 PM by Baegal.)
SMAAAAAAAAAAAAAAAAAASH!
(Grab Attack)
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05-30-2012, 05:16 PM
(This post was last modified: 05-30-2012, 05:27 PM by Baegal.)
Wow, did I kill this thread? :I
Anyway, minor update: Added "duck", "duck hit", and "hard hit" to sheet and put a grab transition in. The "jump hit" is the same sprite as the first "hit" I made.
EDIT: "win" Animation has been added under "midnight moe".
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(05-27-2012, 02:09 PM)Arisa Wrote: As for now, special attacks can be either 1-powerful and damaging move ...
Dangit
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I think an amazing feature for Recolorme would be if his palette changed every few seconds, or every time he was hit.
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