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Earth [Beta realse] V.1
#21
Yay! Finally!

So if I can help in any way, there we go:
- (Haha, headbutt as a normal punch : D) Hmm, I'm not sure how would look "normal" blur effect, but maybe try change it into more LF-like? Also add one more frame after this - the same pose just without blur effect. And his head kinda too much increase its size.
- Jump attack shouldn't knock out opponents. Give it fall: like normal punches, since it doesn't looks such powerful.
- Stone leg in dash attack looks awkward.
- Rotate rolling sprites.
- Arm in heavy item walking shouldn't move.
- Why there are little lags after pressing D>J and DVJ?
- Maybe give animation of disappearing stone columns? Come back underground, or just break into pieces? (Wait, Rocky already have second option.)
- Opponent rather shouldn't stand up after DvJ action. Also he could punching faster.
- I don't know how you made D>A, but why there appears com? Once I even created clone of Earth. Wouldn't be easier to make Earth disappear for a while and teleport just a type 3 to hit opponent?
- He should teleport closer to opponent after DvA.
- It's still beta, but I hope you'll improve some hitboxes.

EDIT: uhm, is there something messed up with run and dash attack?

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Thanks given by: Ariel
#22
Waited for this char a while...
so there we go:
punching - its always the same punch animation, looks realy wierd. make another.
super punch - its just a reguler punch, wierd.
dash attack - I think his kick should go more forward.
D>A - You started to make frames for this move, dont you? because it looks now kinda wierd. you shall make this move more smooth, remove the "com" thingy (marshalll Tutorial is awesome). (made this move :D)
DVA - I think that he should make only type 3 3D object, not a weapon, that dissappear after a while. and I think he souldn't teleport to the enemy.
D>J - make the move bigger.
DVJ - different coordinates, he is holding the char too much low.
other then that, awesome!

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Thanks given by: Ariel
#23
I know it's tedious: try to get the hang of adjusting centerx and centery. Your character is still riddled with mistakes on that level and it's really hard to judge anything else when this keeps distracting you (not just me).
If you think that will be too much work, here is a short cut you should always take:
Adjust as many sprite frames to animate perfectly when put on top of each other (no sudden shifting). Once that is done you can use the exact same center values for all of them inside the data (usually 39 and 79 for characters like this). Only for the ones where he doesn't fit properly and his actual center shifts from the usual value you will need to adjust the data carefully. Have a look at how Deeps DvA is animated (sprite squares) for reference.

I can give you more pointers concerning his basic animations once you center your character properly. The moves I shall judge without that restraint though:

D>A Extremely buggy - what are you trying to do here again?

DvA It would be a lot better if the statue also had a com logo for distraction (like Julians mirror images). Also the teleport is a little cheap. What would you think about instead giving him Rudolfs invisibility with a timed reappearing animation (pieces of mud reforming his body maybe?) that overlays the usual blinking. Or anything else that gives more control to the character and less pinpoint long and short range teleporting.
This will even be better for him because right now the opponent can simply grab his statue and throw it right into Earth as he reappears. Kinda like punishing LouisEX with his armor, except he doesn't even have to aim.

D>J The Columns I see seem to be an icicle copy. If you don't allow any z movement of the parent object you may as well not have it move at all and distribute the three rock objects by adjusting the x value of the respective opoint. If the centerx values in this case are visually correct (seeing them being pretty close to each other while the shadows are way off) I would suggest you to fix them to their respective shadow instead and just create them closer together instead of shifting them away from their object center.

DvJ That's an ok idea but it doesn't really work that way. First of all the opponent gets visually stuck below the ground. Second he gets released and ready for revenge. Third there is again no user control over this sequence (throwing the punches yourself with A for example as they seem to be pretty slow).

(07-11-2013, 08:33 PM)The Hari Wrote:  - Why there are little lags after pressing D>J and DVJ?
hit_Fj and _Dj are missing in frame 110.
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Thanks given by: Ariel , The Hari
#24
I will data creeper for u(hes suicide move is good it needs explosion verkill cause in minecraft hes weak but has overkill)
Spoilered Spoilers (Click to View)

You're just dying if you're living and thinking about a betrayal, revive yourself.
Think about that one person that has trusted you forever, not the thousand people that have betrayed you.
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#25
I was wondering.. Made any progress, can we expect a release some day? :)
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#26
(08-29-2013, 07:25 PM)Neocrypt Wrote:  I was wondering.. Made any progress, can we expect a release some day? :)

at the day my dcing skills will get better >.<
[Image: p45mycA.png]
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