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Bloom [?]
#16
Her arms are actually supposed to be at a slight angle (front one facing a little toward us, the back one facing a bit behind her) so that's why they look short. If there's a better way I could portray that, I'd appreciate it. If they're made longer, it just looks like she's holding them straight-out sideways in our POV which looks awkward IMO.

Anyway until I work that out, I made a slight palette modification that fixes the readability issues which I am also happy with. I've also finally added her wings!

   

Anyone else have any comments? I'm actually really excited to start on her moveset, because I have some good ideas for it. I won't be able to work on it for a couple days though because I'm going to visit family, so fire away~
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#17
The wings are too busy and distracting, IMO.
You COULD do without them (since she's a robot you could have like rocket boots or something), but if you really want to keep them I think they'll be fine as simply white/blue outlines. It'll look transparent on all stages and still imply enough without cluttering the overall composition

I also think you could do with less complex shapes/outlines--they'll save you in the long run once you get to animations
whipping up a WIP now one second

EDIT: Okay here
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I tried to simplify/exaggerate a lot of the shapes--there were a few outlines that really didn't help for readability.
I gave her a neck of some sort because it looked very crowded there.
Also I don't think the darker shadows on legs/arms are crucial, because they're pretty much both visible. I think that's only necessary for a profile run (kind of like Ocks in my signature). More than anything, I defined the shapes a little better and removed unnecessary outlines. If you don't HAVE TO outline, try to find a better way.

Also, when doing animations, it's a good idea to consider animating the 'hair' separately. It'll make it much easier to make animations if you do the hair second. I'd try getting an animation down 'bald', if you will, and then add the hair for each frame (kind of like adding the cape for Bombergirl)
The hair should also be less symmetrically placed, especially if you have the head at that angle

feel free to use this if you need to o/
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#18
If it's okay, I'd like to give Bloom a shot. MJ should've had a rep, but Bomber Girl is incomplete and I don't want to finish that, 'cause cape.
I'll need attacks though. Suggestions would be much appreciated.

I can't promise to finish this though. I'll do stuff and hopefully it'll eventually be enough to be functional.
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#19
While I wouldn't want to phase out Bombergirl completely (I actually have programming done for her, cape aside), Bloom is one of my most wanted TFR characters.
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#20
I wouldn't phase her out either. It's just that working on Bloom would be easier for me.

Also stuff:
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I might redo this.
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#21
You don't have to make a unique cape animation per action for Bomber girl, nor do they have to be attached to every frame. Though, I'm referring to my build, not Tom's. I don't know how much work it would be for him.
Animations - MFGG TKO (scrapped) - tFR
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#22
Um... as I posted in the love thread, I am pretty on the fence about Bloom being in the game anymore. I mean, I'm not going to say don't do anything with her if you want to but I guess I wanted to get it out there before you errr

wasted your effort Unsure
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#23
(08-11-2015, 07:01 PM)NICKtendo DS Wrote: Also stuff:
[Image: 4UZX8BO.gif]

I might redo this.

yeah, you should redo it. from what i gathered, bloom seems to be a sorta humanoid robot character. the way you have her now is way too big. you must make her size up with bombergirl, as what mighty jetters originally intended.

EDIT: oops, the post above wasnt made when i was originally typing this. nice job, me.
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#24
(08-11-2015, 08:45 PM)Mighty Jetters Wrote: Um... as I posted in the love thread, I am pretty on the fence about Bloom being in the game anymore. I mean, I'm not going to say don't do anything with her if you want to but I guess I wanted to get it out there before you errr

wasted your effort Unsure

I understand. That animation was all I did. I'll leave Bloom alone then.
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#25
I just noticed that my post was a bit vague. I meant that my animation system supports attaching sprites and animations together like skeletal animation. That means that I can attach a cape animation onto the attacks w/o any problems.
Animations - MFGG TKO (scrapped) - tFR
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"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
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