Users browsing this thread: 1 Guest(s)
Mit (PLAYER?)
#16
[Image: 77746f75f9.gif]
how's that? I used Chris' frame speeds except for the buildup poses to make them more visible.

[Image: 45933e0bcf.png]
here's the new uppercut buildup pose, too.

EDIT: [Image: b7c167a60e.png]
here's a bunch of other palettes. I reworked previous ones and added plenty of new ones, and each of them is a reference to something.
Reply
#17
I thought the moving back to origin thing was a bit weird
[Image: CMY6r8Q.gif]

I also changed a few frame times (the main ones being F6-150ms, F7-60ms) to have more time to see the blur as well as the build up.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
Reply
#18
(07-18-2014, 03:58 PM)TheShyGuy Wrote: I thought the moving back to origin thing was a bit weird
[Image: CMY6r8Q.gif]

I also changed a few frame times (the main ones being F6-150ms, F7-60ms) to have more time to see the blur as well as the build up.

should I change the position in the frame then? I dunno if that'd be more engine based than sprite based.

obligatory update:
[Image: 6483a78edf.png]
Reply
#19
I think its more engine based, but having the movement right in the gifs should help show how things move.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
Reply
Thanked by: Crappy Blue Luigi, Mit
#20
I think it'd also help to have just a gif of the animation itself showing the frame speeds and junk and then a mock-up gif showing kind of how it'd work in-game.
Reply
Thanked by: TheShyGuy, Mit
#21
Mhm. Those GIFs can then be imported into the animation tool so all you'd have to do is create the movement and then you're mostly done.
Animations - MFGG TKO (scrapped) - tFR
[Image: QUmE6.gif]
"It feels that time is better spent on original creations" - Konjak
Focus on the performance, the idea, not the technical bits or details - Milt Kahl
Reply
Thanked by: Virt
#22
http://vocaroo.com/i/s1lfsUiTb3xC

concept track for mit's theme
Reply
Thanked by: Omnikariz, Virt, Mit, Chaoxys
#23
[Image: 2102efa3ca.gif]
[Image: KjDv53N.png]
something

i've been playing a ton of fight them up games lately so i got the urge to either redo my sprites or make like, SFAlpha styled sprites. so i chose this

brand spanking new design EXCLUSIVE for this Video Game, i dunno if the project is dead or not but i wanna do it anyway because it's something fun to do

and what sprite of mine is complete without a million billion palettes?

[Image: UsfdOQv.png]
Reply
#24
I saw these when you posted them on Tumblr earlier this week. This new design/animation is just beautiul. Heart

(03-17-2016, 12:09 AM)Mit Wrote: [Image: UsfdOQv.png]

wait IS THAT A ROBBYDUDE PALETTE

(for some reason tho i'm a wee bit bummed there's no SF2 shoto palette because i see a mild resemblance to sakura here, lol. like, literally, anyone in a gi from the series would've been a neat throwback too. ryu, akuma, sean, etc.)
[Image: 57d2BGH.png]
! ! ! ! ! ! ! ! ! ! ! ! ! ! ! refs
shoutouts to cutesu for the new av!
Reply
Thanked by: Mit
#25
i actually have palettes for alpha ryu in the top right, ken is on the bottom left, and yea, there's a sakura palette in there too. theres also a sorta evil ryu palette right under the ryu palette though its more representative of an evil alternate rather than a literal representation. i could also try an akuma one, that might be cool

no robbydude palette this time around tho- but i might give it a go regardless

EDIT: ALSO there is a dan hibiki palette
Reply
Thanked by:
#26
(03-17-2016, 08:30 AM)Mit Wrote: i actually have palettes for alpha ryu in the top right, ken is on the bottom left, and yea, there's a sakura palette in there too. theres also a sorta evil ryu palette right under the ryu palette though its more representative of an evil alternate rather than a literal representation. i could also try an akuma one, that might be cool

no robbydude palette this time around tho- but i might give it a go regardless

EDIT: ALSO there is a dan hibiki palette

ah RIP i was kinda on the fence because i wasn't sure if they were actually Them Characters or if they were actually shoutouts to MFGG users
honest, it's actually the pants that threw me off from thinking they were influenced by SF characters lmao



also honestly idk why but akuma-inspired palettes are literally my favorite things in fighting games. help



I'm curious what the middle left palette though is??? it looks almost like an NES/GBC palette and I like it??? And making me wonder why everyone in this game doesn't have a special NES throwback palette????????
[Image: 57d2BGH.png]
! ! ! ! ! ! ! ! ! ! ! ! ! ! ! refs
shoutouts to cutesu for the new av!
Reply
Thanked by: Mit
#27
i could try to play around with some of the colors to make it a bit more palette friendly, making the pants a color not used in the hair would make shoto palettes easier to do

and yea its just an NES/tri color palette. i figured itd look neat and it does so hey

EDIT: i think what i'm gonna do is this:
[Image: Fb482t2.png]

the sheet itself will have the left edit, but the in-game palette will use the right palette. that way i can be a bit looser without having to worry about it looking worse. i think the left one looks marginally worse than the right one despite being such a minuscule change
Reply
Thanked by: TomGuycott
#28
That new design looks frikkin sweet!
[Image: okwksDc.png]
Reply
Thanked by: Mit, TomGuycott
#29
That new design is incredible!
[Image: SRR-matchups_zpsy3ar8bki.gif]

September 1st.




Reply
Thanked by: Mit
#30
[Image: tumblr_inline_o4bimu2fP11s0dr91_500.gif]
now he can WALK but only forwards

also:
[Image: 53b1539647.png]

now with MORE SHOTOS

EDIT: added midnight moe + player icon
Reply


Forum Jump: