05-24-2014, 06:56 PM
Hows it goin RabidPeep.
THE FIGHTERS RESOURCE - Official Thread
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05-24-2014, 06:56 PM
Hows it goin RabidPeep.
05-24-2014, 06:59 PM
Chris, the cracked gif could use some pieces that fall off, subtle pieces moving, and some pieces that get launched off.
Thanked by: Chris2Balls [:B]
(05-24-2014, 06:56 PM)Chris2Balls [:B] Wrote: Any time! It does look better. I think a transitional "retracting" frame could improve it a little more, maybe! It might be too much delay for this move, heh Btw, I don't think Rabidpeep has been here in almost a month, wouldn't count too much on him. Thanked by: Chris2Balls [:B]
05-24-2014, 07:42 PM
(This post was last modified: 05-24-2014, 08:00 PM by Chris2Balls [:B].)
Sans bits, as I plan on the game generating some for me A taste of an incoming special Iocus: Yeah, I was sceptical, so I'm not surprised things haven't moved much besides here and in TomGuycott's thread. Thanked by: Iocus, TheShyGuy, TomGuycott
05-24-2014, 08:02 PM
(05-24-2014, 07:42 PM)Chris2Balls [:B] Wrote: I'd say you've nailed it now! (The RabidPeep comment was directed at TheShyGuy, just didn't feel like quoting ) Still, between you and NicktendoDS, seems like this won't be going down just yet. Good work!
@Iocus :
Thanks for da critiques. One thing though, the only reason I put the eyes & shading like that is how i'd do it in a drawing, and i kinda wanted to look like a comical style. (Also I make them, I really need to get a link in my signature) Touched up the eyes, edited the hat, and removed shading. Also, tried a new idle, but DeviantART made the animation a bit too fast, so if you can imagine it slowed down...yea. Thanked by: Iocus
05-24-2014, 08:19 PM
If you could get those other animations running it'd be great!
For the idle: the movement's fine, but think about what's creating it: I'd say if you make the back of the feet go in slightly, followed by some arm movement, and you'd get a pretty good idle animation. Thanked by: E-Man
05-24-2014, 08:20 PM
(05-24-2014, 08:08 PM)Quirby64 Wrote: @Iocus : It looks like my character won't be the only one with a Mario hat Thanked by: Chris2Balls [:B]
05-24-2014, 09:53 PM
Here's a suggestion for your idle, Quirby. I added some squish/squash in there, more overall movement from the feet, hands and face/hat. I tried to get a circular motion into the jig. I hope it helps!
Animated everything but the walk.
And, made some edits to the main. I think. And C2B, I don't really know- I like my idle better IMO. And I will edit it soon enough. (Or, if you were being sarcastic, that's another thing....)
05-25-2014, 06:28 AM
(05-24-2014, 10:39 PM)Quirby64 Wrote: Animated everything but the walk. C'mon, it's Chris, he was even the first one to thank your first post in this topic. He's not making fun of you, he's trying to help. While I can see why you would dislike his suggestion (the jiggling is a tad exaggerated), the fact is, your idle is too static. The feet and hands are completely immobile, the body's just rocking about a little. There's no vertical movement whatsoever! I'd suggest a more pendulum-like movement if you are really planning to stick with this one. (05-25-2014, 06:28 AM)Iocus Wrote: While I can see why you would dislike his suggestion (the jiggling is a tad exaggerated), the fact is, your idle is too static. The feet and hands are completely immobile, the body's just rocking about a little. There's no vertical movement whatsoever! I'd suggest a more pendulum-like movement if you are really planning to stick with this one. This, basically. A lot of the character's animations are really static, and the punches don't really make a lot of sense. For example, The arms' animation should be the other way around. The motion blur is meant to show the force and speed behind the punch, not the arm that's swinging back not doing anything :/ As a result, some of the punches don't look like there's that much "oomph" behind them :/ There's a document on the first two pages of the topic written by Meta and Gors that may assist you a little better in drawing attack frames to make them a little more dynamic. I'd suggest making one of Quirby's attacks a roundhouse kick. It'd give him a little more range and it might help you get a feel of the "dynamic" animation cycles used in the game.
05-25-2014, 08:06 AM
(This post was last modified: 05-25-2014, 08:13 AM by Chris2Balls [:B].)
My suggestion for the idle animation was intentionally exaggerated (also done at 5am so my brain was melting) to illustrate my points. It's fair enough if you don't like it, it's far from perfect.
I'm working on the art on the character select screen or whatever: Thanked by: TomGuycott, Paladin, Iocus, SchAlternate, NICKtendo DS, Zadaben, HandToeKnee, recme, Garamonde, Phantom Killah, alexmach1, Baegal
05-25-2014, 09:17 AM
The new stuff looks great, Chris! Whenever you finalize stuff make sure you put it in a sheet if you can, because that is the easiest to work with with the Fighter Maker I'm using.
I also just want to say that I work on TFR every single day, ranging from a little to a lot depending on what I have going on in my life. I haven't gone a day since I started where I haven't touched the engine at all, I really want to make something we can all be proud of that we completed together. Thanked by: Chris2Balls [:B], Sevenstitch, TheShyGuy, Garamonde, Zadaben
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