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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Topic: Spinning attack movePosted: 30 October 2011 at 11:08am |
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I'm replacing this move:
![]() ...with an attack move that works in all directions, so I'm going with a windmill attack, similar to Elena or Duck. It's NPA at the moment, but I'm still in the sketch phase...
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CELS
Commander
Joined: 23 September 2022 Online Status: Offline Posts: 758 |
![]() Posted: 30 October 2011 at 11:12am |
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Looks good, but why are his wrists bent like that?
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 30 October 2011 at 11:23am |
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He's a thai boxer. It's a bit changed in the actual sprite, though.
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CELS
Commander
Joined: 23 September 2022 Online Status: Offline Posts: 758 |
![]() Posted: 30 October 2011 at 11:40am |
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I've not seen thai boxers bend their wrists like that. I haven't actually trained thai boxing though. What's the point in bending your wrist? Usually, a fighter will tape / wrap his wrists to stop them from bending when he punches.
Even in fighting games, fighters tend to keep their wrists straight. Like Sagat :) |
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ChrisButton
Commander
Joined: 10 September 2010 Online Status: Offline Posts: 371 |
![]() Posted: 31 October 2011 at 12:20am |
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After the mini breakdance attack he pops back into the standing position. |
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yrizoud
Commander
Joined: 03 May 2021 Location: France Online Status: Offline Posts: 343 |
![]() Posted: 31 October 2011 at 10:08am |
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I've tried playing with offsets, the changes is mostly:
- in the transition between right and left hand-holds - at the end, recovering on a fixed left foot Note that it extends the range noticeably forward. ![]() edit: After looking at the demo, I understand that you want the movement to hit in the back as well as in the front. In this case my change isn't suitable. Edited by yrizoud - 31 October 2011 at 10:32am |
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 31 October 2011 at 12:33pm |
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CELS: Tony Jaa was one of my references, and he tends to bend them a bit. I've never trained in it either, I just think it looks cooler!
Chris: looks like yrizoud's edit fixed it a bit.
yrizoud: Thanks! Range in the front is preferred anyway, so that will work great. Edited by mase0ne - 31 October 2011 at 12:34pm |
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 31 October 2011 at 9:52pm |
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Update:
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yrizoud
Commander
Joined: 03 May 2021 Location: France Online Status: Offline Posts: 343 |
![]() Posted: 01 November 2011 at 8:36am |
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One stylistic critic : note that this moves feels less powerful than a rush or something, more like an acrobatic way to trip opponents. I don't know if it's good for a beat-them-up where the fun is generally in direct confrontation.
Here is a roughly colorized version, because I feel it's easier to detect the volumes . This made me realize that the character gets a bit smaller during the animation, except frame 13 where he's almost bigger than idle, so I shortened the legs of frame13. I also felt that the pants got really tighter throughout, so in many frames I colored outside the lines to compensate. (Oh and replaced frame 1 by the one from your first post, without color-reduction) ![]() |
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 01 November 2011 at 10:29am |
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Thanks again man! I'll use these as the flat layer when I'm rendering, and make the adjustments then.
Originally posted by yrizoud That's a good point. We actually have an "evade/dodge" move (up+up or down+down) that I'm not too happy with.One stylistic critic : note that this moves feels less powerful than a rush or something, more like an acrobatic way to trip opponents. I don't know if it's good for a beat-them-up where the fun is generally in direct confrontation. ![]() I'll see if the developer can make this a dodge and strike move. Then we can replace it with the windmill.
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 02 November 2011 at 6:49am |
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Latest:
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 04 November 2011 at 11:06pm |
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Update. We decided not to make it an evade move, so I'm sketching in some FX. Made some slight fixes to the character as well. ![]() |
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Friend
Commander
Joined: 01 April 2015 Online Status: Offline Posts: 710 |
![]() Posted: 04 November 2011 at 11:11pm |
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How and why would you evade an attack with a mini break dance move? Just curious
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 04 November 2011 at 11:20pm |
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It's a level change movement (Key sequence = Up+Up or Down+Down). Basically a dodge...especially handy for dodging bullets and projectiles. The tricky part is finding a movement that works dodging upward and downward.
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 22 November 2011 at 11:16am |
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Here's the final version.
![]() With background (shadows will be added by the game engine):
![]() Thanks for the help, folks.
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Gecimen
Admiral
Joined: 17 October 2021 Online Status: Offline Posts: 3856 |
![]() Posted: 24 November 2011 at 3:55am |
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Awesome. Why not add the transparent one to the gallery?
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mase0ne
Midshipman
Joined: 08 September 2011 Online Status: Offline Posts: 49 |
![]() Posted: 25 November 2011 at 10:25am |
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Thanks. I regularly use NPA elements (here, the FX), which aren't allowed in the gallery.
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yrizoud
Commander
Joined: 03 May 2021 Location: France Online Status: Offline Posts: 343 |
![]() Posted: 25 November 2011 at 10:36am |
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The pants get a darker outline during the animation than in the idle stance!
Oh, and the forearm straps are not detailed yet. |
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