O Ilusionista
Captain 100K
if you use escapehits + scripted slams, you should use @cmd clearL in pain/fall animations. Or, to be more precise, use it as takedamagescript, or the players will keep their original targets and bugs can happen.
Don Vecta said:Okay, dearies. Got the running animation of Norton. I used KOF Terry as a model (considering the jeans and jacket as layout would make a lot easier to work and edit it). Did proper re-sizing and scaling (had to make poor Terry skinny as hell and with gigantic feet, lol). I think it fits well.
Comments or fixes are always welcome.
Don Vecta said:Much obliged, gentz. 8)
I'm still trying to find out which base is good for Oozie Bild or Douglas Nelson... hehe. ;D But I'm working on it.![]()
Joshiro said:Maybe use his running animation from Brawl Bros as base?
Joshiro said:I'll rip the sprites and send them to you.
Joshiro said:
O Ilusionista said:Joshiro, I've made some modifications on Oozie. For testing, I've changed Oozieikari to Player (he is after Oozie in the select screen).
I wasn't a fan of the grabforward, so I made 3 versions for you to choose. While grabbing, try FOWARD+ATTACK (GRABFORWARD), or DOWN+ATTACK(GRABDOWN) or UP+ATTACK (GRABUP). Plus, I've edited some frames to make it looks better.
Here is the link: https://www.sendspace.com/file/vr3k5v
Don Vecta said:Cool, dude! Alright, some quick feedback.
In normal mode, the 2 new grabs won't work (well, they do, but are bugged). Only in angry mode I can see a devastating jumping powerbomb (down + attack, reminds me of Vice's) and a slightly slower slam (up + attack), the forward + attack is the standard lift and slam. I think the 3 different grabs are great on him as he's based on wrestling.
Great job, Ilu!![]()
Great job in the usage of filters in the sunset city and the parking lot, but the lockers room also needs his light filters given by the lights. Once again, feel free to use my resources from my mod.
Goro and Kato's sitting intro (at the stadium) need a little hop, they just simply pop from the pose into the stance, like their legs just crossed the seats magically.
When you begin the game or lose a life, give the characters some invincibility frames. They have vulnerability as they spawn and enemies rush towards them immediately.
Those cars spawning at the parking lot NEED a shadow, need animation in the wheels and need like 3 seconds to spawn before the horn sounds. They need some work in there.
Please, please, change the death scream of the female girls. Use the ones of Peace Keepers (I use them in my sound scheme pack, feel free to get them).
I still feel the hitbox of Bullet and Case's punches are too long for their reach. They are still very dangerous (a lot less than their previous version, admittedly). Also, you might like to give them a little "charge" time before they jump kick. Remember: they're the most basic mooks, they're not that strong.
When Butchy or Louie do the elbow drop, they still have active frames even if they're already on the ground for a second or two. They should be vulnerable and the hit effect should be gone as they're lying on the ground.
About the girl's knives, how about doing a little animation of knifes spinning as they get bounced or stopped? I can do those for you as well.
I'll add an extra frame to Oozie's running clothesline. His reach is laughable in his normal state. For angry mode, might add an extra haymaker for extra pain!
So, no stage clear winning pose yet? Remember, you could check the script of the MMPR mod by Mersox for winning poses.
May I suggest a fade in effect when the scenes begin? This will look a lot like its original game. Remember that in Stage 2 and Stage 3, the characters begin in a walking animation, not just standing there.
Overall, this is a huge improvement over the second revision. I'm quite pleased by the updates done. Still has some work to be done, but I think you're heading in the right direction. Will try to do my part of the animations ASAP and deliver them to you before the next revision. I have a couple of things I could suggest to add in the form of sprites. Remember that a even we still can't catch up due of our regional time differences, I'll try to support this project the best I'm able to. Well done, dude!
O Ilusionista said:Joshiro, I've made some modifications on Oozie. For testing, I've changed Oozieikari to Player (he is after Oozie in the select screen).
I wasn't a fan of the grabforward, so I made 3 versions for you to choose. While grabbing, try FOWARD+ATTACK (GRABFORWARD), or DOWN+ATTACK(GRABDOWN) or UP+ATTACK (GRABUP). Plus, I've edited some frames to make it looks better.
Here is the link: https://www.sendspace.com/file/vr3k5v
O Ilusionista said:The problem is: there is something weird with the animation and grab code. The enemies never stays on the frame I wanted to, the axis are wrong because he made the custom animation based on a specific move, which is not a good idea.
This reminds me that I need to find time to wrote a full tutorial of the "Ilu' Scripted Grab System" (lol). I developed a way to do the scripted slams, based on BB's codes, that I think is easier to work with and you can do almost any grab moves you want.