@Aerisetta Are you using ManlyMarco's KK Image Series Recorder and manually making your animations in KK?
Yeah I make all the characters myselfOkay, I'm impressed. The consistency and clean presentation... I swear I've never seen a lewd project be this good ever since Queen's Gate spiral chaos.
Love the mechanics you're putting in this game. The giantess stomp attack caught me offguard - I can't stop laughing on how unexpected it is! Way to put Morrigan Aensland to shame here, haha.
Also, did you draw the characters by yourself or someone drew them for you?
Yeah I make all the characters myself
Actually the 1, 2, 3 are not lives, it is the button you press 1, 2, or 3 to switch to which character.The tag team system is crazy! I love how you made it different from Super Tokusatsu Onore, despite using that as a reference. Plus, you give each playable character number of lives. That's a nice twist there!(eyebrows raised)
Thanks a lot!Indeed, this is all looking very well made. Hentai stuff just isn't my bag of apples, especially the ludicrously disproportionate designs, but that's a personal taste thing. Objectively I really like that you're trying to employ unique mechanics and make something original.
I will say the animations are extremely stiff and at times very disjointed. This can also make them appear disconnected from the background. Other than that I see a lot of potential here.
Keep it up @Aerisetta!
DC
Thanks a lot!
I wonder if the feeling of stiffness is due to lack of animation frames or very long hit stop or perhaps it's something else?
- For the animations, I try to use as few frames as possible because it's still in development. (and I change my mind a lot so a lot of art is wasted haha)
- For the hit stops, I stop really long for every hit 30-60 stop frames, one to show the sexy poses and two because my audience generally aren't that good at playing action games so it gives them a long buffer.
Or perhaps you mean the fact that all the enemies only have 1 pain animation frame? or how the enemies walk animation is actually just 1 frame with some drawmethod squash and stretch?
I'm interested to know, I have heard this comment several times, but I'm not sure anyone gave me a clear definition yet (though I might not do anything about it in the end because the time/effort trade off is too big).
There are a lot of minor things here and there, but for the most part it is due to the very limited number of frames.
One of the biggest offenders is the enemies. They desperately need at least two more falling frames. Falling animations should have at minimum the following:
lift -> peak -> fall -> down
Right now they only have lift and down. Not only is that too stiff, it also takes away from the impact and makes the game look too much like an amateur flash project. Same goes for stun animations. I see you used the Streets of Rage template of one stun frame with shaking to convey impacts, but SOR only got by with that because of the smaller, more pixelated sprites. It doesn't work with your higher res minimalist style line art. You need at least three hit stun frames.
Just fixing those two alone would go a long way toward smoothing things up IMO.
DC
There are a lot of minor things here and there, but for the most part it is due to the very limited number of frames.
One of the biggest offenders is the enemies. They desperately need at least two more falling frames. Falling animations should have at minimum the following:
lift -> peak -> fall -> down
Right now they only have lift and down. Not only is that too stiff, it also takes away from the impact and makes the game look too much like an amateur flash project. Same goes for stun animations. I see you used the Streets of Rage template of one stun frame with shaking to convey impacts, but SOR only got by with that because of the smaller, more pixelated sprites. It doesn't work with your higher res minimalist style line art. You need at least three hit stun frames.
Just fixing those two alone would go a long way toward smoothing things up IMO.
DC
anim fall
landframe 10
dropframe 8
delay 2
offset 800 650
bbox 700 380 252 290
frame data/chars/soldier/fall101.png ###lift
move 10
frame data/chars/soldier/fall101.png
move -10
frame data/chars/soldier/fall101.png
move 10
frame data/chars/soldier/fall101.png
move -10
frame data/chars/soldier/fall101.png
move 10
frame data/chars/soldier/fall101.png
move -10
frame data/chars/soldier/fall101.png
move 0
sound data/sounds/male_pain.wav
delay 1600
frame data/chars/soldier/fall101.png
delay 10
bbox 700 380 252 290
frame data/chars/soldier/fall102.png ###peak
delay 1600
bbox 700 380 252 290
frame data/chars/soldier/fall103.png ###fall
delay 20
bbox 100 365 322 91
offset 236 446
frame data/chars/soldier/fall2.png ###down