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  1. Fil Padovani

    Sailormoon MOTD Natsume/Banpresto Style

    I think OBS studio doesn't leave a watermark, and you can get it for free, it's not very hard to use aswell. :giggle:
  2. Fil Padovani

    Sailormoon MOTD Natsume/Banpresto Style

    just now I noticed how Tia looks so much alike sailor jupiter :LOL: by the way, you did a nice job adaptating her animation
  3. Fil Padovani

    Sailormoon MOTD Natsume/Banpresto Style

    The style is difficult indeed, I myself tried to replicate it as well, I managed to get some good results but the process for making just one single sprite was way too time consuming to be reasonable, to be honest, replicating the way they are animated is the most difficult part, I really would...
  4. Fil Padovani

    Sailormoon MOTD Natsume/Banpresto Style

    Man, I really wished this game wasn't so stuck with the final fight formula, nothing against it but it limits way too much on what the characters can do, I would've loved if this game had special moves like denjim makai or at least an improved version of the gameplay of the snes/genesis version...
  5. Fil Padovani

    Sailormoon MOTD Natsume/Banpresto Style

    Not to mention that each sailor also had an UpWalk animation wich doubles this nunber of frames, talk about exageration :LOL: still very beautifully made animations, though I think what probably took more time in the development was those fullscreen special cutscenes, not only they are faithfull...
  6. Fil Padovani

    Sailormoon MOTD Natsume/Banpresto Style

    they both had some few unused sprites in the arcade game, but it's very insuficient to make them as bosses, the only game that has them as enemies is the Genesis one wich is what this mugen jadeite is using. Also, is it only me that thinks the arcade game has way too many unused sprites? I...
  7. Fil Padovani

    Sailormoon MOTD Natsume/Banpresto Style

    sure attacks are the easier ones, they are a more quick and direct to the point. breathing is a hell to pull out in a way that looks good, I still don't know how they made it so smooth in older games, that has to be some sort of pixel sorcery. static upper body works very well with grabbing...
  8. Fil Padovani

    Sailormoon MOTD Natsume/Banpresto Style

    Walking animations can be a bit tricky, that's for sure, I recently had to rework the walking animation from the main character of my game, but some tips that people gave me here actually made it easier to figure this kind of animation. one of the key points to making this animation look good...
  9. Fil Padovani

    In Progress Street Fighter 89 The Final Fight by Machok

    My! this bonus looks pretty close to the arcade one, awesome job @machok! by the way, I don't know if delay can be anything below 1 unless if it supports decimals, but if not I think if you make the shadow a separate entity and give it a translucid effect and bind it to the glass entity it might...
  10. Fil Padovani

    Hello there. New Member

    Welcome @D&DRogue! I hope you like the engine, I myself ain't no advanced coder and fell in love with this engine so I hope You like it too :giggle: and like some say, If they don't do a good game for our favorite franchise we do it ourselves! :LOL:
  11. Fil Padovani

    Some Denjin Makai stage rips to share

    I saw your rips in spriters resource, you did an awesome job ripping them @O Ilusionista , I ripped some of the heroes from guardians as well, I think I'll post these as well.
  12. Fil Padovani

    In Progress The adventures of Fred

    I did not notice that, thanks for pointing it out guys, I'll rework his walking animation. By the way, here are some pics of the second Playable character. He only has a few moves so far and because of that I didn't include him in the video.
  13. Fil Padovani

    In Progress The adventures of Fred

    Thanks for the opinion @16-bit Fighter! the bigger effect sure can be more of an impact, that was an experimental effect I will look after it, but can you explain about the walk animation? I think Idid not understand your observation.
  14. Fil Padovani

    In Progress The adventures of Fred

    I have this goal in mind 😄, my only concern in the moment is how I will get an original soundtrack for it, but I think I'll track this down once the game comes close to being finished since it's still early to think about it.
  15. Fil Padovani

    In Progress The adventures of Fred

    The valis series has a very awesome soundtrack, but it's sadly underappreciated, the genesis games did a good job porting them but for the most part the PCE ost is still the best :LOL:
  16. Fil Padovani

    Some Denjin Makai stage rips to share

    Resizing stages is hard to do right as well, most of the time they look distorted if you try, characters are more flexible on this aspect but most of the time only reducing their size looks good and enlarging you can only do it a bit to not look weird, this is kinda sad specially because SNES...
  17. Fil Padovani

    In Progress The adventures of Fred

    Thanks @Blade Master, I put a lot of effort on these guys, thats is very welcome. :giggle: Thanks, I plan on adding more enemies like the non robotic goons. About balancing I was wondering how you guys do it and what methods you use to make enemy grouping in levels, this part always got me...
  18. Fil Padovani

    In Progress The adventures of Fred

    thanks maxman. that's because I enabled characters to turn midair so his run jump attack looked like to be reversed but he actually jumpkicks forward if you don't turn midair :LOL:
  19. Fil Padovani

    Some Denjin Makai stage rips to share

    I think it fits very well in a sailor moon game, even the comsole versions had an amusement park level that looked like this one :LOL: too bad that their resolution are lower compared to the arcade ones (I even wonder if the SNES could handle the arcade levels), I will see if I can rip the...
  20. Fil Padovani

    In Progress The adventures of Fred

    Here is a small footage of my game. 😄
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