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it's a samus.
#31
here's a WIP
[Image: zGRZD.gif]
imgur has made the framerate a lot lot lot slower than it should be

i didn't plan it very well so samus comes out of the spin quite high up because i couldn't fit in another cycle and then her landing frames...

crits please!
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#32
the landing seems to linear and floaty, especially in comparison with the rest of the animation.

also, she sure can jump high. and do alot of flips. Maybe limit it to to flips? I haven't played Super Metroid for too long so I don;t remember how high samus can actually jump.

It's a good start.
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#33
(06-07-2011, 03:31 PM)Lord Melchior Wrote: the landing seems to linear and floaty, especially in comparison with the rest of the animation.

also, she sure can jump high. and do alot of flips. Maybe limit it to to flips? I haven't played Super Metroid for too long so I don;t remember how high samus can actually jump.

It's a good start.

i restarted playing super metroid today and with the high-jump boots she can jump very very high with lots of flips

i get what you mean about the floatiness though, i'll work on it tomorrow
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#34
(06-07-2011, 03:31 PM)Lord Melchior Wrote: the landing seems to linear

the animation was fixed to one axis so it would look linear or is it something more than that?

[Image: ZdHoe.gif]
once again, the imagehost has made it a lot slower than it should be
this is nearer to how it should be

edit:
here's the transition into the morph ball
[Image: k4hUz.gif]
(slower than intended... dammit imgur!)
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#35
the rolling seems to kick in far too early in the jump.
[Image: x1aIZ2e.gif]
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#36
(06-08-2011, 06:18 AM)Chris2Balls [:B] Wrote: the rolling seems to kick in far too early in the jump.

i'm basing it heavily off the super metroid jump and the spinning starts pretty early. i'll see how it looks if the spinning starts later though

[Image: VbB1M.gif]
there's not much change here, i just made the peak of the jump less 'jagged'
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#37
it would help if it weren't just upwards- a spin jump is usually started when you jump and press left or right: that way if you make thejump occur on a certain distance, it gives a better idea of momentum.
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YOU HAVE TO FEEL WHAT YOU DRAW, FEEL
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#38
(06-08-2011, 07:12 AM)Chris2Balls [:B] Wrote: it would help if it weren't just upwards- a spin jump is usually started when you jump and press left or right: that way if you make thejump occur on a certain distance, it gives a better idea of momentum.

this is true

having just an up-down animation doesn't give a good demonstration as to how it's supposed to be
i'll have an updated demo soon
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#39
[Image: 3PGsG.gif]
something like this
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#40
[Image: 6U5aW.gif]
very exagerated, but i think the first somersault requires a lot more speed and strength to push herself upwards, then the rest is slower.
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#41
(06-08-2011, 11:27 AM)Chris2Balls [:B] Wrote: [Image: 6U5aW.gif]
very exaggerated, but i think the first somersault requires a lot more speed and strength to push herself upwards, then the rest is slower.

i changed the frame speeds on this one
[Image: fHoQc.gif]

i have formed a hypothesis as to why the imgur (although photobucket does it too) keeps messing up the framespeeds! i have noticed that any frame that is longer than 0.05 or 0.06seconds is displayed fine, anything faster than that is delayed however for reasons unknown to me. that's why the downwards part of the jump seems faster than the ascent but this is infact because the frames of the ascent are too fast to be displayed correctly!

or else my computer's messed up and i'm the only one noticing this...
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#42
I don't think the speed is the problem, what is off is the fact that samus moves up very linear and at the same speed. The higher up you get, the slower you gain altitude.
Try slowing the jump down a notch every frame she goes upward, it'll look alot better.
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