William999
Active member
Hello, my friend. This work is very good! I've always supported you!
And then a little female characters would be good enough ☺ Thanks !
And then a little female characters would be good enough ☺ Thanks !
That doesn't good on Nora. One of her hands is missing and in every iteration of the game, she had both hands intact with long gloves.Hey guys, here's some new content added to the game.
I'm really enjoying learning about how to work with sprites, I have big plans for future updates.
Finally I was able to create an exclusive Souther version for SORX. The body was completely redrawn over a resized BKM version and the head uses the SORR format, but the face received a few improvements once some SORR sprites have no eyes, same as shown on the image.
View attachment 2232
Signal SOR3+SOR1 and Nora using BKM Electra as base.
View attachment 2233

@DCurrentThose look really nice @Kratus. If I may, I do think maybe those extra sprites would be more suited to an air-throw.
DC
@MiruWill there be a video/screenshots to showcase the new non-3D effects?
Hey, man, this airdrop is great! But Each character has a different airdrop and is more perfect@DCurrent
Thanks buddy. Yeah, I agree with you, to be honest I was not satisfied either.
I worked a little more on it and developed a way to perform this move in the air, similar to Chun-Li's air-throw.
@Miru
The new effects are in the latest videos, including hitflashes, explosions and other effects.
I will post one more video tomorrow showing an entire SOR1 stage playthrough, you can see those details better.
Exactly, each character has their own jumping height and gravity, but both Blaze and Sammy have the same delay during these animations.Either because she cannot jump higher
Yes, but some features can be disabled on the extra menu, allowing the player to customize the experience and making it closest to the original.Are all the extra moves always available, or we can choose either playing "vanilla" Sor 3 Sammy or "SorX" version of Sor 3 Sammy ?


To be honest I would completely remove the "running" animation for Max and let all SOR2/SOR1 heroes with no "running" to avoid the SORR sprites.The new one have something "lazily" edited frames.
Particularly in the "outstretched" frames (I mean the frames Max reach maximum extention of each runing foot step)
These 2 frames (one for left leg, one for right leg) seems to have a very similar frame immediately after.
It gives the feeling some elements don't move at all between these 2 frames.
This is something we usually try to avoid in an animation, otherwise it looks a bit rushed/lazy.

Thanks man! After the SOR1 route journey, I believe I can even edit sprites, but I would need to have a lot more free time to learn how to and draw all sprites from scratch. It's really hard to do everything alone.This is the best beat em up I've ever seen from a technical stand point, it's a shame you don't have a team of reliable sprite artists so that you could create your own i.p.

I can see what Ned means. His rib cage looks/is almost too close to the top of his wrestling gear. I think you need to either change the size of his rib cage up or move it 2-3 pixels up, to make room for his stomach to show a little.The legs move is ok, but torso have still part.
The muscles of his right arm look stretched out. They look like they are in the same place in animation. Try to make him swing it sideways by moving his arm backward and his elbow down like 2-4 pixels. Imagine if the arm were to be in Z axis around zmax.And ingame, looks like his right arm don't move at all between these 2 frames