La-Quien Tales

I had forgotten (derp) one the most important touches - the coat of arms (The silver triangle on his chest - meaning body, mind, heart). It's an integral part of the character's story, and I'm a character driven creator. Anyway, also did some animation touches along the way. Smoother cloth animation (ex. gradually fanning out when you start running, double frames during jumps/lands, etc.). Retouched some inconsistent shade lines and some of the trip/piping.

 
Yes i noticed that secondary animations like hair ,cape,clothes make actually a ton of difference and its always worth it to have them
 
These little extra details add so much more character to Valis.

Thank you @danno - that is extremely important to me. Right now I'm still putting the unarmed animations together. Kind of backward, since if you're playing right you'll never see them, but doing the unarmed attacks first gives me a lot of the limb and body position bases I'll need for weapon attacks.

The H, H when unarmed is a mid instep, high spinning hook kick combo. The mid instep is finished. High spinning hook still has filler sprites for the moment, but it's almost done.

Screenshot 2024-12-23 162247.png Screenshot 2024-12-23 162311.png

DC
 
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oh nicelly done!


Thanks @O Ilusionista! I've been studying CVS and SF3 Chun-Li for the cloth tails. I didn't like the idea of having sprites where only the cloth moves but is otherwise copy+paste, until i saw both CVS ans SF3 do that quite a bit, and it actually looks better. Also the delayed motion, where the cloth extends a couple of frames after the attack does. Counter intuitive at first to draw, but it does make sense from a physics standpoint and helps add some pop to the attack.

I wound up with 15 total sprites (11 unique physical poses + extra cloth motion). That's on par with SF3 instead of CVS like I wanted, in terms of sprites/effort per animation, but it's really the only way Valis's design doesn't end up looking spastic. Fortunately most enemies don't have nearly that many lose parts.

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DC
 
Check it out, eye blinking! Valis now blinks his eyes at randomized intervals (every 200 - 500 centiseconds) regardless of animation pose. The blink duration itself is slightly randomzed too, just to make it a little more organic. As far as I know, there is not a single sprite based game in existence with this detail. I know it isn't much, but I think it adds a little something, and actually wasn't hard at all to implement. All the other characters + enemies will have it as well.


DC
 
Had just a couple of minutes and got a "casual" standing pose for idle in empty areas and part of spawning animation. Here's just a bit of fun with it. Looks like a few guys feel like steppin' up. Anyone want to place a bet?
val_vs_group_0.png

In all seriousness, I probably will use these guys as filler enemies to test with once I get enough animations going to to try out combos and mechanics.

DC
 
Hi there DC,
Hope you well...
Will weapons clash in your game like in DnD TOD?
What's your thoughts on a lite dismembering mechanic link to disarming enemies?
I checked out Conan on MK1 and thought about how cool those brutalities would look in a beat em up.
 
Hi there DC,
Hope you well...

Thank for the message. All is well, just super busy. This is the final semester of my MSICT before I can apply for the PHD program, and I also have a lot of work projects to get completed before fiscal year ends, so I haven't been as active lately. Still doing little bits as I get time or need a break.

Will weapons clash in your game like in DnD TOD?

No, I won't be implementing a weapon clash. There is a parry mechanic and a lot of other hidden fighting systems, but attacks meeting each other are pretty bog standard - the one with better hitbox priority wins (with a few exceptions - lots of attacks have specific properties that can affect the situation).

What's your thoughts on a lite dismembering mechanic link to disarming enemies?

No dismemberment, and for the most part, enemies are not subject to disarming like players are. From a playing mechanic standpoint, there's just not enough return on investment for that. You might be able to disarm and dismember certain bosses, but not regular enemies.

I checked out Conan on MK1 and thought about how cool those brutalities would look in a beat em up.

I am planning on fatalities and finishers. They are based on the attack type and where on the body you land it. Same as I did in old demos from years ago. EX: Heavy slash near the head would cause decapitations, whereas lower down it might bisect. Light slashes might cause a blood spray, and so on.

DC
 
Explaining the eyeblink effect and how it's done:


DC

that is a fantastic attention to detail - and as far as i know eye blinks in 2d games are almost not existant
good work man!

since have read this thread so far only once, and since then read many others, i am now not sure on what kind of music stye you are looking for the game, but i found this genre that may help and could be enjoyable to listen to while you work on this game::

 
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