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Super Amazing Ultra Fighter 2 Omega Advanced! Deluxe Edition!
#16
that's kind of an awkward command for a dashing jab - that move feels suited more for a QCF (or a 236 in your case) or even a QCB (214?)

usually the shoryuken command is geared towards anti-air attacks to prevent jumpers from closing in (and has high attack priority, given their slight difficulty to execute)

Seems like an OK attack, though. Is he ever going to make use of that giant axe?
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#17
The animation looks way too stiff. He should be doing more than just turning; his legs should move forward and he should have more inertia forward. Right now it just looks like a basic light punch.
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#18
Why the heck would he punch? That axe looks too heavy to hold in one hand without breaking your wrist. He looks more like a guy that bull rushes, kicks and headbutts. And of course... use that giant Axe.


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#19
Well then, I'd like to call this an update, but honestly it isn't. I see it more as a glorified bump. I can't stand though just letting my theads go inactive for so long. For over the last weak I got almost no work done. The few sprites I did were crappy as all heck. I also plain couldn't get in the mood to sprite. I decided though I was only wallowing in self pity and decided to just start spriting again. For whatever reason walking sprites are tough. I made this so far. I know it needs more frames, and I know I'm missing stuff like the shield and axe head. I will get all those things added. Just wanted to bump with a little show of what I'm doing.

Thanks guys for the critique on the previous stuff.

Kosheh, you make a good point. I will probably change up the move command to something else. It's probably best I do too because I myself am no good at shoryukens anyways, and I don't want to be incapable of using the attack =P

Cooltrainer♂ Tyvon, I will do my best to work on that. I'll probably add more leaning into the waste, and work on that footing. Also another frame or two.

Zee, I realize the punch seems ridiculous. This game won't be too serious though. One of our characters will have a "Kitten Bomb Attack" I don't even know what that means yet, but it's sure to be crazy. So I realize realistically that no warrior like himself would throw a punch like that, but that's part of the inside joke, he's suppose to be pretty dumb and stupid, so it wouldn't be too odd to see him do something like that =P

Also I noticed how two of you commented that I haven't used the axe yet. Bare in mind that I have only done one move, well technically three I suppose. Raizou will use his axe and more. I did the punch first for no reason other than I felt like it. It was a good way to test my skills in movement. I'm not trying to exactly complain about your critique, I just found it funny that you possibly assumed he wouldn't be using the axe =P

[Image: Raizouwalk.gif]

[Image: RaizouWalking.png]
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#20
eew
that definitely needs more frames
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#21
I think I've made enough of a representation of what I want for the walking sprite. I can now move onto a different set of sprites. I probably will just do jumping and or running sprites next. I'm not done with this one, but it looks like what I basically wanted, and I'll tweak and improve it over time. Critique and all that jazz is welcome of course.

[Image: RaizouWalkinggif.gif]
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#22
he still looks like he's sitting in midair and could fall over at any time
also the axe should have a third "down" position
[Image: ndsMEF0.gif][Image: sig.gif]
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#23
New thing done. Now I have a jumping animation. I still need to find out if there are special jumps for forwards and back though. The height and speed are also pending still.

[Image: RaizouJump-1.png]

[Image: RaizouJump.gif]
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#24
You really need to work on the poses before you even begin shading or animation.

A couple of quick sketchovers
[Image: 35amyih.png]
[Image: raytheon.png]
[Image: Huntsman125.png]
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#25
I wouldn't call all of those 'better'. The way the axe guy is wielding his weapon is fine - but the legs need repositioning.
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#26
never said mine were perfect, i was just emphasising a point in which the poses and lines need to be worked on for a starter.
[Image: raytheon.png]
[Image: Huntsman125.png]
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#27
Actually, it's almost impossible to hold a heavy object like that. Try it. Jappio's is closer to how it would be held
Besides, it's more "active" his way. Yours is more of a "resting" pose.
[Image: ZRdfkWQ.jpg]
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#28
okay then.
work on your lines, he doesnt seem to be on the ground, more like hes always in the air. being such a large character he should always look fairly firmly planted to the ground

also: forearms dont have massive bulgy muscles like that, they make him look fat
[Image: raytheon.png]
[Image: Huntsman125.png]
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#29
why doesn't the axe swing? why tha hell is he punching? ..nvm..i'm staying out of this..
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#30
Wow, it suddenly got interesting in here. First off I'd like to thank everyone for all they've tried to help with.

The Raytheon Experience, I agree with what Mr. Buttbutt said. I think the axe seems more battle ready in the way I have him holding it. As for the standing pose, I think I'm capable of standing like that. Perhaps though I should try to straighten him out some. As for the muscle comment, I don't know what I'll do with it. I've gotten comments that I don't exagerate things enough, while others say too much. I don't mind it looking like he is a tad too fat though. He is an Asgardian warrior. Every day he feasts after battle, probably not too healthy =P

Kira, I will have axe moves. That punch move is the only move I have made, and thought it would be a good first test attack. I may or may not keep it, nothing is ever set in stone. Also I think a punch attack will just be cool. I mean only real men go around punching out dudes in a battle of weapons =P
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