Do you know cattydox?

DD Tokki

Well-known member
cattydox.gif

This is a character from a fighting game called Superior Soldiers.
I don't know everything else, but her movement frame was so impressive that it stayed in my memory. I recently compared the scale and found it to be similar to KOF.
But the dot design is so different from King of Wan that I just keep thinking about it in my head haha.:LOL:
 
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I tried modifying it to give it a KOF style feel, but it seems like I would have to draw it completely to complete the movement.
It would be an interesting idea, but I think it would require a lot of work.
Also, sure her animations have many frames, but she is strangely animates, she ahve some intersting moves, but her poses are strange sometimes.
I always felt her sexy but too weird.

YOUR version is way better. It makes her looks a bit more OK!
I like your edit...
 
It would be an interesting idea, but I think it would require a lot of work.
Also, sure her animations have many frames, but she is strangely animates, she ahve some intersting moves, but her poses are strange sometimes.
I always felt her sexy but too weird.

YOUR version is way better. It makes her looks a bit more OK!
I like your edit...
Thank you. It may be because the KOF style is something I see all the time and Superior Soldiers is unique.
 
Oh yeah I remember of that game. It has some cool backgrounds

A member of my team had converted some of the stages for Mugen if you need them, just credit him :)

 
It would be an interesting idea, but I think it would require a lot of work.
Also, sure her animations have many frames, but she is strangely animates, she ahve some intersting moves, but her poses are strange sometimes.
I always felt her sexy but too weird.

YOUR version is way better. It makes her looks a bit more OK!
I like your edit...
I feel it has to do with her ankles and feet, they're angled in a curious position. Maybe working on that might alleviate the weirdness?

I feel her tights (upper legs) are a bit large too but maybe that's just my taste? 😇

By the way, I never heard of this game, just saw a longplay on youtube. Sprites and moves are surprisingly decent.
 
Good start. Her motion looks stiff compared to the original maybe due to the same number of frames, I believe. You either need to interpolate the frames in between or move each limb of her body, especially her hips, for a smooth transition. Her hips look like they're moving like a robot. You need to move her hips around, as well as her legs. Her legs don't look like they're rotating. They look like they're moving from side to side only. Her arms need to be subtle in the way she moves. The original looks like she's dancing smoothly, so give her the vibes and the rhythm like she's dancing with a flow.

Isn't her left closed hand facing up or down in the original?
 
wow, thats really awesome rendition, and only 6 frames too. one thing i noticed from the original gif is the shadows on the hips and legs seem to both highlight and make more subtle the movements (which are rather iratic at times in the original) i think it overall looks good and my opinion of possibly making it feel less rigid and on time with the OG it was based... (and not repeating other's ideas) i sorta hear a beat in my head when im trying to time the animations that i do. like that old early 2000s FruityLoops basic beat. (can hear it easy in Medic Droid - Fer Sure (lol) hope you keep having fun making cool stuff.

& ill have to check out that game, super soldiers, dont believe ive ever played or seen that one. but may share some similar themes as an original game i been slowly slowly developing. so heck yeah to that too. ~
 
Good start. Her motion looks stiff compared to the original maybe due to the same number of frames, I believe. You either need to interpolate the frames in between or move each limb of her body, especially her hips, for a smooth transition. Her hips look like they're moving like a robot. You need to move her hips around, as well as her legs. Her legs don't look like they're rotating. They look like they're moving from side to side only. Her arms need to be subtle in the way she moves. The original looks like she's dancing smoothly, so give her the vibes and the rhythm like she's dancing with a flow.

Isn't her left closed hand facing up or down in the original?
It was difficult to see what the hand shape was like in the original design. So I drew it arbitrarily, and the frame was reduced by half compared to the original. If you want to keep the feeling of the original, it would be better to express all the frames, right?
As an aside, I think I saw a post that only cattydox has a particularly high number of frames in that game.
 
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This is a character from a fighting game called Superior Soldiers.
I don't know everything else, but her movement frame was so impressive that it stayed in my memory. I recently compared the scale and found it to be similar to KOF.
But the dot design is so different from King of Wan that I just keep thinking about it in my head haha.:LOL:
She is very sexy! But his standing action is very coquettish.😂
 
Very good, but her upper body is a little more sideways, and her lower body is really positive. . So it feels a little strange.🤔
Standing action, a feeling that something is wrong
I drew it according to the original and it turned out that way. I made some modifications, but I can't touch the essence of the queen of waist.:LOL:

1708611326816.png
If I had to compare, fighting game sprites seem to be like this in many cases.
 
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wow, thats really awesome rendition, and only 6 frames too. one thing i noticed from the original gif is the shadows on the hips and legs seem to both highlight and make more subtle the movements (which are rather iratic at times in the original) i think it overall looks good and my opinion of possibly making it feel less rigid and on time with the OG it was based... (and not repeating other's ideas) i sorta hear a beat in my head when im trying to time the animations that i do. This is already normal, wow. I can't even imagine this. I'm just getting goosebumps right now. I also sometimes use but not as often as I would like. Everything has its own rules. In general, I like your opinion. That's how it should be like that old early 2000s FruityLoops basic beat. (can hear it easy in Medic Droid - Fer Sure (lol) hope you keep having fun making cool stuff.

& ill have to check out that game, super soldiers, dont believe ive ever played or seen that one. but may share some similar themes as an original game i been slowly slowly developing. so heck yeah to that too. ~
I tried to make gifs, but they didn't work out well.
 
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I tried to make gifs, but they didn't work out well.
care to share more specifics? animations can take lots of time and or effort. its quite frankly not my primary forte, but as a jack of trades type i have endeavored to learn all i'd need for my own project(s).
however i would recommend starting where most have, from the 12 principles of animation. often with games, there are these 3 phases of animation that are commonly utilized, forgive my forgetfulness of their precise naming schema. Windup phase, the "hit" or impact phase, and the follow through phase. (applies most frequently to fighting game animations but can surely be found in many others) I am likely not the best person to detail much further about the subject, as the 3 phases i mentioned I've developed my animations a bit differently due to my firm decision for this game to be built in OpenBOR where it is common for the 'on hit' or "impact phase" keyframe to be quite exaggerated (which i quite like), so ive adapted my art to be animated with less frames, often simplified, and more emphasis on importance of key frames, and with the "inbetween (frames)" there to clarify to the viewer precisely that the mechanics they have initiated will feel accurate and punctual. ie responsive controls. aka my indie game focuses on mechanics first, forgoing 60fps smooth animation for a range of 3,4 up to about 8, with at most maybe 12 frames if necessary to convey the player's actions accordingly. however i been doing graphic design as a hobby for about 20years and am more experienced with GUI/UX based animation, than in contrast with humanoid game character animations. ^_^

welcome to the forums btw, this is a great place and its quite possible someone more experienced with the knowledge you seek may be able to provide you better help with your endeavor. well wishes to you and your animations GL HF.

TLDR is i recommend some tutorials, and possibly providing more specific details if you seek more specified solution to the inquiries you may have.

cheers~

ps.
 
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