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Icicle (Player)
#16
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Thanked by: Shade, -Ash-, Baegal
#17
[Image: SYQw06M.gif]
Something seems off about this. Like it doesn't feel all that powerful or abrupt like an attack should be. This kinda thing isn't my specialty though so I'll need a second opinion. Tongue
[Image: 582217063e.png][Image: RWDCRik.png]


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Thanked by: Zadaben
#18
The issues I see are:

-Cape movement inconsistency (It stops when the arm raises - WIP?)
-->TomGuyCott: is there a way to layer animations? (Cape - body animation separate)

-Frame inconsistency
-->the body is pretty stiff with only 2 frames, yet the cape flows.
-->the arm is the only thing moving after the throw begins.

-Theres no body stretching/extension.
-The rotation doesn't make sense I think? Ignoring that he has powers, physics implies that his lower body should 'crunch' or w/e on the throw to allow the upper body to counter rotate down.

_______

I looked at this thread before, but I never stopped to think about the issues because everything looked nice at a quick glance.
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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#19
There is a way to seperate it, but on reality in this engine it's barely any help to seperate it. In fact it's slightly more work than normal.

I think it's not that big a deal if the animation is faster at the swinging animation, unless it's meant to be a delay.
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#20
I'll redo that animation when I have the patience and access to Photoshop. My dad's PC just won't do.
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#21
I've changed the Forward Punch attack. It now brakes Icicle's forward movement and shoots two Cryo Shards (default projectiles) straight ahead simultaneously. This makes it twice as strong as the standard "punch".

Will post an animation when I can.

Special 3: Painbow!
A rainbow aura attack. Light and rainbows can be used for evil too, you know!

Animationz:
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#22
The Forward Punch really could use some work. I'd imagine that in the 9th frame of that animation, Icicle's body should be pushed back a bit with recoil, and maybe his feet should skid a bit. The attack doesn't really feel like it has any "oomph" right now. But the Painbow is a lot better! My only nitpick would be that the boot closest to the viewer seems to grow taller in frames 2-10.
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#23
[Image: smE9xM3.gif]
Oomphified

Also increased that one boot size in that one frame (plus the original I copied it from: the first jump frame)
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Thanked by: DragonDePlatino
#24
hey guys i have some idea who could make icicle "unlocable".
fighter maker has 6 + the arrow keys right?
you could make him some kind of button code like
ABCABCCBA
and when the person beats icicle the code whould appear for him in the screen,
and when the person wanted to play with icicle he would have to put the code in the fighter select screen.
what do you think of it tom?
No
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#25
Looking nice! I think there are one or two more things you could do. Lemme stop being lazy and give it a shot. Tongue

[Image: icicle_wip_by_dragondeplatino-d7mwfpq.gif]

Embarassed Ohhhhh boy. The colors totally bazongled when I tried uploading it, for some reason. There's some freaky stuff going on with indexed palettes in that image. But I think you get the idea.

What I did was smooth everything out to 100ms. That 200ms frame where he raises his hands seemed a bit jerky. I added some recoil and a backwards push to indicate more power, and nicely transition into his stand. Total, his animation is 100ms faster. But ugh...but I can't get the colors working right. You designated one of Icicle's grays into Index 0 so it's doing funky things with his color. Anyways, I'll be looking forwards to more animations! Keep it up, man.
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#26
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Thanked by: -Ash-, DragonDePlatino
#27
vary your frame speeds more, friend.

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#28
(06-20-2014, 08:33 AM)NICKtendo DS Wrote: [Image: PZTnfE5.gif]

Oh yeah, perfect! Way better than my attempt. I might have to take a look at this later and incorporate some of your ideas into Bit Rot when I get back to working on him.

Hurree! My hundredth post this be!
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Thanked by: Paladin
#29
It's better but it still feels rushed. You have to break down the animation into different parts, as several actions take place one after the other, but also to emphasise on the strength of the build-up and of the release:
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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#30
I didn't put much time into the framerates, because I only wanted to focus on that one frame. That and I sometimes have to rush things, because I can only use the good PC when my brother is away.

Anywho, my brother is away, so stuffs:
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Lovely words for the loser.
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