That was my fault really, sometimes with a zainy username such as yours it's kinda hard to remember the proper spelling.
But now, mockup!
Vipermaids are actually diffrent than their bretheren, as for their otaku nature they throw comic bon bon magazines at foes randomly when they reach the surface. Get 'em while they are still walking towards the surface (they don't jump, but if they hit you while you're on the stairs, you will get knocked off regardless).
Arisa Heads behave normally as they fly in a certain pattern across the screen in waves. Only three can appear in one screen at a time in normal though due to delay, and somewhat unfair if..
You got Sir Zombiedens spawning from the ground, as they spawn more frequently in earlier levels. Deal with them quickly before they start ganging up on you.
Unfortunately this is what I got to show for now as I am trying to figure out how to make Metaskulls look decent and still carry Meta's traits.
requesting mutsukki as a maid instead of vipershark
also this looks promising, i love castlevania and your sprites look better than your other older attempts.
i'll move this to gamedev once i get on a computer though.
I could rather wait until Gaia's at least a functioning character (basically: run, jump, and duck).
I was origionally gonna have it centered around 1, 3, and 4.. but I guess I can throw in foes from later titles, since MERviper was based off of the Aria of Sorrow incarnation, and considering there's an actual maid-based enemy in said game I can squeeze that one in.
So the walk cycle is done, critisims are welcome. I'll get to the jumping animation later.
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It looks like his shoulder (closer to the screen) is going behind his head when he works - as if he's breaking his neck (aka the first frame on the still walking cycle).
Fixed the animation by moving the first frame's right arm (our left) a pixel foward.
07-10-2012, 06:19 PM
(This post was last modified: 07-11-2012, 12:07 AM by Gaia.)
Started on the jumping pose, I need some help to add some power into it.. Though, I don't know if I should replace it with a rolling jump as a refrence to the term "metroidvania", he needs to have an air attack to defend himself too..
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Is he using the same arms with the feet? you know like, right arm with right leg simultaneously. it should be alternate like left arm right leg etc
the 3rd frame's feet are weird looks like he's about to fall over.. when i saw the mockup i was like
castlevania
and then i saw the walking.. lol
Well, I simply did not like how most of the NES sprites at the time had that weird "dragging feet" animation, though I wanted to have a shot at it, but I wanted to keep the spirit of the first four games, barring 2.
With the help of gors I updated the style, thanks to the appearance of monochromatic characters like Simon and the Skeleton. There's the sheild prop there too, plus Gaia went through a change or two as well.
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omg it's so much better and more readable now! anyway i can't see the face of the man until i zoom in.. maybe your colors are too close together? can't read the face on the skeleton guy too much as well.
I can see his face fine, but maybe you should apply the darker shade to his mouth plus up the contrast a little?
07-15-2012, 04:54 PM
(This post was last modified: 07-15-2012, 05:01 PM by Gaia.)
With the help of the pallete provided by the Digimon World DS ripping project, I managed to fix the pallete issues.
07-16-2012, 01:13 AM
(This post was last modified: 07-16-2012, 01:14 AM by Gaia.)
I've been working on this for days having it in front of a purple background. There might be some issues with it so but I think it looks fine (forgot to change BG color but eh).
This is the Sangokuden rendition of the GM of the SD Gundam side stories if anyone wants to know what it is.
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