Need some analyse on my sprite animation work

  • Thread starter Thread starter patataboy
  • Start date Start date
patataboy said:
Ah ok ... I didn't understand it this way. I thought there was a general color table which every sprites have to refer to for colors.

This is true, but only in one of OpenBOR's three available modes (8, 16, and 32).

8 bit is the default mode for backward compatibility with older modules, and it behaves as you described. 16 or 32 bit mode is the way to go. Even if you are making a simple module, it's just so much easier to work with when you don't have to think about a single universal palette. All you have to do is turn it on with the video mode command, and away you go.

DC
 
little by little, it is starting to take shape
Still need to work on the hair belt and cloth (especially on the ki flame blast)

and 2 positions are wrong on my gif, but it is to give a general idea ... so I'm not going to spend too much time on the gif.

combo6effect50ms.gif
 
Thanks guys ... but still a long way to go

And for the flame ... I was a bit lazy and just took Blaze Kikohou for the last 3 frames (I will definitely use Mark of the Wolves flame style, as is looks more like fire than Shiva original flames)

I might not put the flame palm at the end of the regular rush, as I don't want Shiva to be too powerful, so it was just for fun.
But if I can find a way to add the special button any time in a combo to pull out the flame and by doing so finishing the combo ... just to make a more challenging gameplay (just need to make a flame effect that attached to the attack and some scripting to set the special to make it a throw backward effect or heavy push for the first two punches). The idea is to be able to make a long rush with greater damage but more chances to get countered or play safe by making small combo finishing by a flame attack to push back the enemies, I need to check if combo can be implemented in Open BOR to make the long combo more rewarding by having a 1.15 multiplication factor on damage each combo up.
 
I think this anim have reach a high level of coolness.
Very nice job!

Just one technical thing to say.
The last punch (before kick) is really good but seem to have a short range.
Perhaps it have to slide forward a little more??

Keep it up.
I can't wait to see new moves you give to other characters like Axel and Blaze...
 
The punch before the kick has the same reach as  the kick, it is the previous punch that has a too long reach ... the more I see it the more I hate it ... I thought using an existing frame would make my work easier, but it ended up messing with what I do so I will redraw that punch and make it having the same reach as the second punch
 
Keep in mind this is a beat em up, not a fighting game, so you can cheat a little about hitboxes.

A beat em up combo is meant to hit from the start to the end without interuption (basically) so just give a little bigger box to this "short" attack. the illusion will be perfect.

Take it easy, this is not a big deal IMO. ::)
 
in combo your second attack shouldnt have shorter reach than first attack and its best to avoid it even graphically cause it looks bad.
 
You can either have the fire palm as his freespecial or alternate combo finisher or both. Shiva would be cool to play if he has both ;).

make the long combo more rewarding by having a 1.15 multiplication factor on damage each combo up.

You're being too technical. I think player could see easily that Shiva deals more damage if he performs more attacks even without that multiplication factor.
 
Bloodbane said:
You're being too technical. I think player could see easily that Shiva deals more damage if he performs more attacks even without that multiplication factor.

Probably.
I just wanted to reward the risk of making the full combo instead of playing safe and overusing the flame attacks to push back.
But yeah! might be overtime consuming for a result that no one will care about.

Anyway, I'm so far away from the coding part (not even talking about the playable test) ... that I just throw ideas like this to get your feelings about it
 
The opening knee kick is quite finished (no speed effect yet) ... now with the brazilian kick

hiza.gif


I'm very ... very slow at making sprites. But at least I finally got the way the shades are made by the original sprite designers so I will be free to make any part I want without having to refer to an already existing limb. That will not speed up the process be give me more freedom for sure
 
Thanks guys ... that helps me to keep going

About edit of the foot to make it a flying knee kick will be used for another character (the muay thai figthers for sure). For Shiva, this knee attack is just a part of a combo.

And here is the version with the speed effect (still need to do something about the hair and belt .... as usual)

hizaeffect.gif


It is a very small detail but I feel it makes it a little less stiff on the impact part
 
Thanks

And as usual ... you are all welcomed to use my sprites

I take no pride on what I'm doing so far (and I'm no professional either) so I don't see why I shouldn't share my stuff ... just pleasure to see one project taking life or at least, seeing my characters living in your projects.

;-)
 
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