Need some analyse on my sprite animation work

  • Thread starter Thread starter patataboy
  • Start date Start date
Defense ... so true
How nice it would be if we could add a defense system, I mean so far it is punch or get punched.
I think a guard and counter system might be nice to add to the game (the muay thai and kung fu fighters can block, so why not the player?)
Or a counter system with a creepy hard timing to get (otherwise it would be too easy)
 
patataboy said:
Defense ... so true
How nice it would be if we could add a defense system, I mean so far it is punch or get punched.
I think a guard and counter system might be nice to add to the game (the muay thai and kung fu fighters can block, so why not the player?)
Or a counter system with a creepy hard timing to get (otherwise it would be too easy)
I think as long as it isn't forced or even further down if it's character specific it can work. I think Golden Axe 3's method is a good way to do it, don't want to slow down the gameplay too much.
 
Ok here are the key frames of Shiva's first combo, so you will understand better what I'm aiming for. (the palm strike will be in flames)

combo1keys.gif
 
Pretty good!
In my opinion, the 2 middle punches are too high in the position.
Perhaps lowering the stance can make it looking better.
And it can give a better start to chain with the upper-kick.
Just a suggestion...  ::)
 
nedflandeurse said:
Pretty good!
In my opinion, the 2 middle punches are too high in the position.
Perhaps lowering the stance can make it looking better.
And it can give a better start to chain with the upper-kick.
Just a suggestion...  ::)

You know what, I though about that too, but in the end my sketches ended up looking too much like traditional kung-fu and I don't want Shiva to have that martial art style as JKD and Kyokushin prefers efficiency to the form (or better the efficiency brings out the form and not the other way around), and for me Shiva has to have a very brutal and straight style
So between the fourth punch and the front crescent kick I adjusted the animation to make it smoother (I hope I will be able to show it to you pretty soon)
The third punch is one of Shiva's original punch so I wanted to leave it as it is (If I change every sprite I will never finish this project)

On the other hand, I will give Blaze some of the White Crane traditional style moves as I find this style very graceful (and with really long reach too)
 
Ok,
I know what you mean about JKD. This is aone of the most obvious aspects Bruce Lee pointed out! :)

For Blaze, my "complaint" for all the episodes was her style = judo.
She almost don't use this kind of moves...
A more grapple oriented Blaze would be great. Everithing is possible...
And giving her some graceful crane Kung Fu is nice for a girl too ;D

I'm pretty sure a mix ob both can be perfect.
 
I don't know about putting judo moves as it means intensive scripting to make it look natural when interacting with an enemy sprite (and it also means adding animation on enemy sprites too)
But Might be worth the extra pain

Anyway here is the combo advance, as I finally finished animating the second heavy punch.
Still lots of customizing to do on the hair, belt and the pants lower movement for almost the whole animation but it gives a better idea of where I want to go

comboanimationtest1nofolder.gif


Once again, your impression and correction
Don't mention the transition between the last punch and the crescent kick that sucks as it is still early stage
 
Really good job!
Don't change anything!!

About grapple moves, it's not that hard.
Even the noob and incompetent I am about coding succed in making some.
This is more a visual work, so, no problem.
 
patataboy said:
The speed looks much SOR combo like at 50ms per frame

comboanimationtest1_50ms.gif
well as I said on DA, this combo is perfect, seeing it in action. :D
As for blaze, I'm interested in what you'll have for her, I do prefer more judo esque things considering her style hasn't been explored properly but white crane sounds interesting.
 
The combo looks great.
However, I should suggest you to make standing combo instead of step forward combo like this. The former is simpler to make than the latter.
 
Yeah, AFAIK Openbor don't handle "physics-push-contact" well. (for characters I mean)
Just like in most of beat em ups... So, you understand, with such a "rush forward" move, Shiva will surely pass through enemies and finish back-turned to them. :(

I had the same problem with my template character Rachel (based on Breakers's Tia) She have a special "auto combo" only when rush elbow hits.
And most of the time, the combo go through enemies.
So I lowered her velocity during the combo and it's ok, now.

I suggest you to lower your rush forward during Shiva's combo.
 
bWWd said:
you can add velocity to pain anim of enemy so hes pushed back

Yeah, you saved my work man (I really should look into scripting before starting spriting to get a better grasp of what can or can't be done, but as Open BOR is supposed to be flexible I though I could do it, and i think I saw that on one BOR game on Youtube so I though that would be possible.) ... that will make the combo more realistic, and I don't have to redo all my work by adding steps back every hits
And if it wasn't I would try to fix that with the hit box.

And Thanks Ned and Blood for showing me that I got a little bit carried away and did something that might not give a SOR feeling (by wanting to be realistic, I might spoil the fun of the game)
 
bWWd said:
you can add velocity to pain anim of enemy so hes pushed back

patataboy said:
bWWd said:
you can add velocity to pain anim of enemy so hes pushed back

Right, there is such a feature, I might add it to my project. :)
Only bad point about it is this velocity depend on get hit animation.
So unless you create several gethit anims with several velocities, a light punch would make an enemy going back the same way a big powerful runing kick. :-\
And Thanks Ned and Blood for showing me that I got a little bit carried away and did something that might not give a SOR feeling (by wanting to be realistic, I might spoil the fun of the game)

No problem, this is the subtle balance that make a project even better! :D
 
pain2 pushes enemy back and pain doesnt, pain3 pushes enemy even more, nothing complicated.
 
nedflandeurse said:
bWWd said:
you can add velocity to pain anim of enemy so hes pushed back
Right, there is such a feature, I might add it to my project. :)
Only bad point about it is this velocity depend on get hit animation.
So unless you create several gethit anims with several velocities, a light punch would make an enemy going back the same way a big powerful runing kick. :-\

Not such a big deal IMHO, so you need at least 2 hit animations (I will definitely need more than that) : one light push back (for light impact), one strong push back (for strong impact)
Doesn't seem so difficult, just time consuming ... but at least I will get the feeling I want. And anyway I wanted to redraw enemies as I want to make impact location correct too ..... having an enemy having his face hurt when I punch his stomach is bugging me, and I saw I can get a pain animation go with a hit animation if I label them right otherwise it will go with the default pain anim
 
For mine, I have 3 anims, more to come later.
1 High damage (face)
2 Low damage (legs or gut)
3 Low blow  :P

But I think, I'll add variations with different velocities
also for versions with blood sparks (when some attacks make blood effects)
 
nedflandeurse said:
3 Low blow  :P
Cock knocker  ;D

also for versions with blood sparks (when some attacks make blood effects)
Same here, saliva spit and blood spit

And for Adam I found the two characters I will use to make some of his moves : Dudley but not so much as Dudley is a Super Heavy Weight so his technique look match his body mass, and Rick Strows from Real Bout2 ... my problem with Rick is that there is no sprite rip on the internet (been to the 10th page of google and nothing) so I thought I found the ultimate technique for ripping using fraps, video to gif and winkawaks .... but winkawaks crashes every time I try to load a rom because I have windows 7 64bits, fffffFFFFFFFFFFFUUUUUUUUUUUUUUUUUU.......................k (if someone can use Winkawaks on windows 64 bits please let me know)
 
I can with no trouble at all. Didn't do anything special to run it - check your files or try compatibility mode.

Also you don't need to frame capture; the Real Bout series has a sprite debug mode just like King of Fighters; I used it to get all of Terry's sprites. Unfortunately the dip-switch settings and commands are different and I do not recall exactly what they are. OX did, but I had to look them up. Google and see if you can find them. It would be well worth your time.

DC
 
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