Sailormoon MOTD Natsume/Banpresto Style

I hate walking animations. But I have to. 😅


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I know what it's like to hate doing walking animations. It's very tedious. You just gotta bounce her head up right after one of her feet moves forward like playing basketball. Move her head up. I don't mean to be condescending to you.

 
Getting there. Calling it a day. I don't want to exhaust myself like last time. I'll work on the skirt tomorrow.
This was so worth it. Originally planned Lt. Kurosawa for base but I ended up with Natsume from Ninja Masters.

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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 is the balancing between each step the character make, just by fixing this I was able to make the animation look a dozen of times better :giggle:
 
To me, the less a character is moving the more it's hard to make.
Harder to easier :
Breathing, idle stance, walking, running, then various attacks...

My suggestion. Use references. Try to work on the sprites with an "axis"/alligned and on different layers of the same file.
 
I actually patterned it after watching how Cadillacs & Dinosaurs move with how they carry weapons/objects while they run or walk with it. Their upper body doesn't move at all. Even Hanna's hair doesn't animate. I've been observing Rosa to with how she walks with the steel bar or column. Upper body has minimal animation. Just the hair (barely noticeable) and her chest with her clothes.

I feel like the back ribbon drops too much or it should move sideways and upwards/downwards but seen from the players perspective. Also that line below that looks like a belt that sticks to the skirt. I think I should re-edit it.

I'll most likely move on again and do this for another few months. That or wait for Shinmrgrill's release and see how it looks when played. I really don't want to be stuck in a perfectionist vortex and I got 2000+ new sprites I want to work with.

Doing in between animation for a simple walk is mentally exhaustive as compared to editing and tracing sprites from other games. Standing animations with 3 frames is a challenge already. 6 frames I ain't doing that. 😄
 
To me, the less a character is moving the more it's hard to make.
Harder to easier :
Breathing, idle stance, walking, running, then various attacks...

My suggestion. Use references. Try to work on the sprites with an "axis"/alligned and on different layers of the same file.
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.
I actually patterned it after watching how Cadillacs & Dinosaurs move with how they carry weapons/objects while they run or walk with it. Their upper body doesn't move at all. Even Hanna's hair doesn't animate. I've been observing Rosa to with how she walks with the steel bar or column. Upper body has minimal animation. Just the hair (barely noticeable) and her chest with her clothes.

I feel like the back ribbon drops too much or it should move sideways and upwards/downwards but seen from the players perspective. Also that line below that looks like a belt that sticks to the skirt. I think I should re-edit it.

I'll most likely move on again and do this for another few months. That or wait for Shinmrgrill's release and see how it looks when played. I really don't want to be stuck in a perfectionist vortex and I got 2000+ new sprites I want to work with.

Doing in between animation for a simple walk is mentally exhaustive as compared to editing and tracing sprites from other games. Standing animations with 3 frames is a challenge already. 6 frames I ain't doing that. 😄
static upper body works very well with grabbing motions, I don't think it needs to animate in these situations since the arms of the character are focused on one point.
also, most walking motions I've seen use 8 frames or maybe 6, I think it already looks good like that,I think it's better to have animations with few well planed frames tham a dozem of frames that change only a little between them.
 
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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 motions, I don't think it needs to animate in these situations since the arms of the character are focused on one point.
also, most walking motions I've seen use 8 frames or maybe 6, I think it already looks good like that,I think it's better to have animations with few well planed frames tham a dozem of frames that change only a little between them.
Yeah. I get a lot of comments about her walking/carrying animation.


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If anyone is not on the Discord yet and want to see another fighting WIP with Mugen besides the Ikemen one kindly go to the Mugen/Ikemen section. Invite links are on pinned on both Facebook and Twitter pages of Sailor Stars Beyond.

Still waiting on the coder's response if I can share it on Facebook and Twitter.

It's going to be a great decade for Sailor Moon fan gaming.

Edit:

Got permission.

 
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That reminds me I still need to work on converting Jadeite and Nephrite. 😅

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 wonder what the dev team was planning for them and why it got scrapped like this, also I even goggled online and didn't find much information regarding this subject, what a mistery :confused:
It even had a Full sprite set of sailor v which I found fascinating why it was not used.
 
Time I guess. Banpresto released this in 1995 and the anime was already in its 3rd season in Japan. Just right around the time beat em ups slowly died out. It's also werid it never got ported for the PS1 and Sega Saturn.

In my opinion they shouldn't have made like 12 frames for a simple walk animation. I'm guessing that's also one of the reasons Sailor Jupiter shrunk.
We still got a beautiful looking game we can upgrade and thankfully this game didn't end up with something like Crystal seasons 1 & 2's questionable production values.

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Oh wait. There's that SuperS fighting game for the PS1 and Sega Saturn. :LOL:
 
LOL. I'm currently watching this and noticed when the characters are walking the upper body is just as static as the beat em up carrying weapon walk.

 
Time I guess. Banpresto released this in 1995 and the anime was already in its 3rd season in Japan. Just right around the time beat em ups slowly died out. It's also werid it never got ported for the PS1 and Sega Saturn.

In my opinion they shouldn't have made like 12 frames for a simple walk animation. I'm guessing that's also one of the reasons Sailor Jupiter shrunk.
We still got a beautiful looking game we can upgrade and thankfully this game didn't end up with something like Crystal seasons 1 & 2's questionable production values.

Crystal-Usagi-meme.png

Oh wait. There's that SuperS fighting game for the PS1 and Sega Saturn. :LOL:
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 to the series but are also handdrawn, and since codding sprites back in the day was alot more time comsuming this might have been a hell for the devs to include.

Oh man, that Ps1 super S game is so weird, With animations like those I would have liked more If this was a low Poly Fighter (Big fan of ps1 low poly here :LOL:), Even the saturn version looked better, also I don't get why with so many ports that this game had and they didn't even bother to include villain characters or maybe even tuxedo mask, I can understand why they didn't include them in the SNES versions, but on Saturn or Ps1 it is just lazy :cautious:
 
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 to the series but are also handdrawn, and since codding sprites back in the day was alot more time comsuming this might have been a hell for the devs to include.

I don't think those walking upward sprites were needed unless you're making an isometric beat em up. Honestly this game is kind of stuck in the Final Fight 2 era as you can see Maki and Carlos' moves were adapted to Venus and Mars. To think it's the same company that worked on Ghost Chaser.


Oh man, that Ps1 super S game is so weird, With animations like those I would have liked more If this was a low Poly Fighter (Big fan of ps1 low poly here :LOL:), Even the saturn version looked better, also I don't get why with so many ports that this game had and they didn't even bother to include villain characters or maybe even tuxedo mask, I can understand why they didn't include them in the SNES versions, but on Saturn or Ps1 it is just lazy :cautious:
I could forgive the bad graphics but the gameplay is just so bad. Even Fight Fever is better than this. :LOL:
 
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 wich you could use chargeable shots and some characters had secret moves.
 
I'm hoping in the future someone either in the Openbor community or Unity would make a successor sequel. Thankfully the Openbor community isn't in a rush and they are very patient. I've had both Mugen and Ikemen coders come and go like the wind even before I formed Sailor Stars Beyond. Social media has been a big help getting me new Mugen/Ikemen coders. I'm hoping one day we get someone from the ROM hacking community to hack the Super Famicom/arcade game of Denjin Makai 1 & 2. That or Dungeons & Dragons arcade.

I am still planning on making sprites inspired from the Sailor Moon Another Story RPG. It's still a long wait for me to complete everything. Hopefully I can get new spriters (volunteers/commissioned) in the future. There's always been a surplus of coders over the years. It's really the graphics delaying everything and this style is difficult even by experienced spriters.
 
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