In Progress World Heroes Timeless

The project is currently under development.
Good job again!

3 things are strange to me. (sorry for my english)

-his right arm shape is very linear. Lack of muscle or something.
-hair animation is weird. perhaps some more pixel should move. Or nothing at all.
-belt area is strange when animated. Really give the feeling characvter is cut in half.
 
Thanks for feedback gents!

nedflandeurse said:
-his right arm shape is very linear. Lack of muscle or something.

Humm... I had originally added more shape for just that reason but thought it looked too jagged and made the sprite top heavy. Let me try again and see what I can do.

-hair animation is weird. perhaps some more pixel should move. Or nothing at all.

Not sure how to address this. The hair has no animation at all. It's taken straight from his original WH idle which also has no animation - the hair is identical in all three sprites.

-belt area is strange when animated. Really give the feeling characvter is cut in half.

I see that. I was giving it a bit of compression at the belt, because for whatever reason I was thinking that's how ADOK did it. At a second look, the compression is just a couple pixels above. Not too hard to fix hopefully.

adok-rip-fuuma-idle.gif

wh-ninja-fuuma-idle-adok.gif


O Ilusionista said:
I agree with Ned in points 1 and 3. I was going to give a try with the hands, but had no time.

The actual resources are being run as a separate project here if you want to mess with them. Everything is there, including the .psd work file.
 
I took your suggestions guys, and also reorganized my Resources project a bit (some of the image links from previous posts are probably broken now).

Retouched Fuuma's arms, feet, belt, dogi, hair, skin, well, everything really.

Old:
wh-ninja-fuuma-idle-adok.gif

wh-ninja-fuuma-idle-adok-mask.gif

wh-ninja-fuuma-idle-adok-scarf.gif

wh-ninja-fuuma-idle-adok-all.gif


New:
wh-ninja-fuuma-idle-adok.gif

wh-ninja-fuuma-idle-adok-mask.gif

wh-ninja-fuuma-idle-adok-scarf.gif

wh-ninja-fuuma-idle-adok-all.gif


Better?

DC
 
Thanks so much guys!

Got a bit side tracked and started experimenting with the idea of collectable weapons. Not sure if I want to go that far with the sprite work, because if I DO add weapons, it will be "complete". By that I mean, characters will actually use the weapons as their forms and personalities dictate - it won't be everyone using the same generic swing. That said, I'd long since decided that Muscle Power can pick up and throw heavy background objects as a unique ability, so that's in no matter what.

Hanzou and Fuuma are the most obvious example. If they get their hands on a sword, all kinds of new and alternate moves open up. Here is Hanzou's showing off his idle stance and basic attack combo when he has a sword. It's the only one I've finished thus far.

wh-ninja-hanzou-sword-combo-demo.gif


 
Are you referring to idle stance? It's just a minor retouch of the Rekko-zen.

Don't forget the master file is on github if you want to point out anything.

DC
 
A new moveset from weapons is a great idea in most games i avoid them as they limit your moves so good work.
 
Sorry, most of time I am at a place where this forum is blocked.

Take a look at the image at left (specially the red line). While is not impossible to do, its pretty much unconfortable thanks to how twisted the spine is (try to stay on this position yourself and you get it).

Now take a look at the image at right. The position feels more natural. I just had flipped the lower part.
Untitled-1.png


About the stance, here is my suggestion:

OLD > NEW
wh-ninja-fuuma-idle-adok.gif
teste2.gif

(My PS is acting weird, I can't understand why, so the gif has a background color)

What I did:
* double the lenght, but half with mouth close, half with mouth open
* 1st frame > gave his pants some movement and his sword bend a tad
*3rd frame > move his hands 1 pixel down, to give it more movement



 
O Ilusionista said:
Sorry, most of time I am at a place where this forum is blocked.

Take a look at the image at left (specially the red line). While is not impossible to do, its pretty much unconfortable thanks to how twisted the spine is (try to stay on this position yourself and you get it).

Now take a look at the image at right. The position feels more natural. I just had flipped the lower part.
Untitled-1.png

LOL, I agree, it's just that what you did is how I had it originally!  :P

The reason I flipped the legs is to better match the feet positioning on subsequent animations, particularly along Z axis. My biggest pet peeve in a brawler (at least in production value) is feet shifting implausibly as the character changes animations. Many OpenBOR mods are guilty of this, and just as many professional productions.

Guess I'll just have to custom draw it down to the pixel so it can have the best of both. :)

About the stance, here is my suggestion:

OLD > NEW
wh-ninja-fuuma-idle-adok.gif
teste2.gif

(My PS is acting weird, I can't understand why, so the gif has a background color)

What I did:
* double the lenght, but half with mouth close, half with mouth open
* 1st frame > gave his pants some movement and his sword bend a tad
*3rd frame > move his hands 1 pixel down, to give it more movement

Love it, especially the pants. I already had the arms move one pixel up at the peak of his height, and figured moving them down as well might be too sloppy looking, but now seeing it in motion I really like it. Thank you!

You should upload your work file, I'll definitely use it. Do you know how to create branches in Github? By making a branch, you can create your own version of a project that can then be merged into the master.

DC
 
Love it, especially the pants. I already had the arms move one pixel up at the peak of his height, and figured moving them down as well might be too sloppy looking, but now seeing it in motion I really like it. Thank you!

You should upload your work file, I'll definitely use it. Do you know how to create branches in Github? By making a branch, you can create your own version of a project that can then be merged into the master.

I never worked with Github before, but I don't have a workfile - I've edited directly on the gif you posted, sorry.
 
Something to care about: if you use any mirror stage, you cloth entities will be draw reversed. For example, your scarf will appear behind the player and not in front of it on the reflex.

There is any way to bypass this?
 
Long time no touch. While working on drawmethod, I trotted this back out of mothballs for testing. You'll note above I had experimented with headswaps and clothing swaps, but ran into an issue where the shadows would not match.

No matter what I did, the head and accessory shadows simply wouldn't match up to the main body unless light was at 256 (shadow size = sprite). I laid them over Photoshop, compared, worked math... even checked the engine code to make sure its calculations were correct (they were). What could I be missing?! Then DUH DUH DUH! I forgot something I'm constantly reminding new authors about. OpenBOR optimizes sprites by trimming them down on load. So even though I used an identical image size and offset for the head/accessory/whatever, its actual size once loaded would be much smaller than the body sprite. Consequently this would mean the scaling math would work out differently, and thus you get shadows with gaps or overlap.

I can think of some ugly tricks to get around this, mostly involving putting some outlaying pixels into the accessory that would block trimming. Not a great solution, but it's there. Fortunately the true (optimized) image size is a hidden property that can be made accessible. Then, theoretically, we could add engine functionality to force it into thinking of two sprites as if they were the same size. This could open up a lot of possibilities for sprite combinations.

It's not something I'm going to do right away, or even at all if it would add resource consumption since I seriously doubt it would see much use... but still, I'm just happy to know I wasn't out of my mind on the artwork and calculation portions.

DC
 
I see what you mean. In Mugen this is different because it does not cut the sprite - its you to you to do it or not.
Then we can use images on the same size and position, using the same offset.

The other method is doing what you said, which requires more work. Its the way Sega does the weapons in SOR, for example.

But there is another thing to care about - Mirror. Sure, if you plan to use it. Thanks to the way it works (or the way it sorts the images).
And other things, like to match the drawmethod, etc.
 
The drawmethod isn't a big deal, just have to match them manually. You can already do this as is. My property project will make it even easier.

Remember you asked what are some of the benefits of the pointer system? Here's one: Get the drawmethod pointer one entity is using and slap it on another. Done. Bonus - if you then change one of the entities' individual drawmethod settings, the other entity will be affected too since they are actually the same drawmethod! And yes, you can still use the old technique if you don't want that.

Mirrors should be fixed by matching the sprite size, but I'll have to look into it. If they are not, I'll just script a mirror screen myself to get full control and pass it on to all of you. It's one of those things that sounds super difficult but but really isn't at all. The native stage mirror is intentionality simple and works as designed (it still uses the orginal BOR code by Roel) so I don't see a reason to muck with it.

DC
 
Remember you asked what are some of the benefits of the pointer system
Yes. This sounds amazing. I know this is not the righ place, but it would be awesome if could stack drawmethod using short versions, like:

Code:
drawmethod scale 0.5
drawmethod	alpha 6

The native stage mirror is intentionality simple and works as designed
There is a bug on mirror (I've posted here in some post and I can record a video showing it)

 
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