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Z2 style Neko Majin Z & Arale Norimaki (Read 250231 times)

Started by Alpha Proto, June 12, 2017, 04:25:41 am
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Re: Z2 style Neko Majin Z & Arale Norimaki
#21  July 14, 2017, 04:16:55 am
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Hmm Not sure. you should probably ask Barker that question.
Re: Z2 style Neko Majin Z & Arale Norimaki
#22  July 15, 2017, 01:01:50 pm
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http://mugenguild.com/forum/topics/the-sprite-standard-169648.0.html

(be sure to check the link above the image for more info)
These are the required sprites. You can add as many as you want but these must be included in the character to avoid any custom state bugs (character disappearing during throws, supermoves etc.).

There are also specific ones like the Twist KO and the Flip KO get hits. In fact, if and when the pictures get re-uploaded, there's also this to consider:
http://mugenguild.com/forum/topics/z2-compatibility-thread-130642.0.html
It's a bit outdated, the beam collision is not implemented in any Z2 characters, or it has been removed.

Also to open the characters use FF3 (Fighter Factory 3), not MCM; it's faster and easier to use.
Last Edit: July 15, 2017, 01:28:01 pm by AlexSin
Re: Z2 style Neko Majin Z & Arale Norimaki
#23  July 15, 2017, 03:30:33 pm
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Thank you for the information, AlexSin!
I have been sprite making for years, but I have never made a MUGEN character before.
This is going to help me out a iot.
Re: Z2 style Neko Majin Z & Arale Norimaki
#24  September 03, 2017, 10:49:21 pm
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Here is the new back walk animation for my Neko Majin Z.
Re: Z2 style Neko Majin Z & Arale Norimaki
#25  September 03, 2017, 11:20:54 pm
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Looking good Alpha. Keep it up.
Re: Z2 style Neko Majin Z & Arale Norimaki
#26  September 07, 2017, 03:30:23 am
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Thanks Iced!

Here are my new and old neutral jump WIP. 

It still is not as good as I want it to be.  I made sure that the animation for going up and returning to the ground were different.
I like the key animations, but the inbetweens are a little odd. Any suggestions on how I can make the movement better?
Last Edit: September 07, 2017, 03:40:26 am by Alpha Proto

ZX2

Re: Z2 style Neko Majin Z & Arale Norimaki
#27  September 08, 2017, 11:50:23 am
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Really liking that new neutral jump WIP improvement. The only thing I've got to say is that his ears when he jumps up looks a little bit stiff and should have less resistance (especially when it comes to Super Jump). don't let up! ;)
Re: Z2 style Neko Majin Z & Arale Norimaki
#28  December 28, 2017, 12:27:21 am
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One thing would be not using as many in-betweens, when the movement of his arms and head are so fluid it makes the animation look weird and stiff. You could probably remove some of the frames in-between the key frames.
Re: Z2 style Neko Majin Z & Arale Norimaki
#29  December 28, 2017, 01:09:43 am
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It still is not as good as I want it to be.  I made sure that the animation for going up and returning to the ground were different.
I like the key animations, but the inbetweens are a little odd. Any suggestions on how I can make the movement better?

He should raise his arms to the sides of his body instead of going to the front. He jumps up with his arms at his side, then does this awkward movement where his arms turn towards the front, then raise. Also, he moves his legs together going down and then lands with them really far apart. Probably what's causing some of the weirdness.
Last Edit: December 28, 2017, 01:18:00 am by Graphicus
Re: Z2 style Neko Majin Z & Arale Norimaki
#30  December 28, 2017, 07:58:41 am
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One thing would be not using as many in-betweens, when the movement of his arms and head are so fluid it makes the animation look weird and stiff. You could probably remove some of the frames in-between the key frames.
I'm not sure about that. I used as many frames as Capcom VS SNK Ryu's sprite for his neutral jump.
It may work better if I use as many frames Balthazar, and Barker with there characters.  I have a hard time referencing Z2 character sprites if I can't find an animated gif.
I will look into it. Thank you for your comment.   :beamgoi:


It still is not as good as I want it to be.  I made sure that the animation for going up and returning to the ground were different.
I like the key animations, but the inbetweens are a little odd. Any suggestions on how I can make the movement better?

He should raise his arms to the sides of his body instead of going to the front. He jumps up with his arms at his side, then does this awkward movement where his arms turn towards the front, then raise. Also, he moves his legs together going down and then lands with them really far apart. Probably what's causing some of the weirdness.

Thank you for the comment.  I was stuck on this animation, and you gave some very good advice.  :yippi:
This is what I had up until now.

I will add your suggestions to the animation soon as I can.  :pleased:
Do you have any character jump reference? I was trying to give him a jump like Captain America's.  :???:
Thank you for your help.  ;)

Question for everyone. Should this be the universal forward dash animation (Ground and air?)

Or should the ground animation be something like this?



Last Edit: December 28, 2017, 11:19:18 am by Alpha Proto
Re: Z2 style Neko Majin Z & Arale Norimaki
#31  December 28, 2017, 01:50:32 pm
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He could dash forward like Mr Satan. No need for a run cycle, plus you cut some work that you could use for other things.
Re: Z2 style Neko Majin Z & Arale Norimaki
#32  December 28, 2017, 05:25:11 pm
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Looks much better. There's no actual problem with using Cap's jump as a reference. Just keep in mind that their idle stances are different so the beginning and end of the jumping animation inevitably have to be adjusted to return to each characters' corresponding stance.

That also explains why his arms are to his side at the beginning and then move to the front at the end. It's because of the SHIELD. By putting the arms in those positions, it doesn't cover the character that much. That's why it didn't make the same amount of sense for a non-shield carrying character.
Re: Z2 style Neko Majin Z & Arale Norimaki
#33  April 02, 2018, 03:02:49 pm
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I have been very busy over the holidays, and have been dealing with some family tragedies.
I also started working on trying to do projects that make money. So I started taking commissions, and working on my own personal comic book project.

At the moment my schedule is open so I am going to work some more on these sprites.
Working on 2 characters at once was slowing progress. So I did a poll on twitter asking if I should continue Z or Arale.
Z won the poll with 2 of the 3 votes. So I am going to start working primarily on him.

Big news. I asked A.C.I.D. if he would program Z for me, and he agreed. He put together a mock up of what I have so far.


I may just post rough animations until things get approved by you all.
I am going to work on the rest of the essentials, and finish with attacks.
Last Edit: April 03, 2018, 12:02:22 pm by Alpha Proto
Re: Z2 style Neko Majin Z & Arale Norimaki
#34  April 02, 2018, 05:02:14 pm
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I have been very busy over the holidays, and have been dealing with some family tragedies.
I also started working on trying to do projects that make money. So I started taking commissions, and working on my own personal comic book project.

At the moment my schedule is open so I am going to work some more on these sprites.
Working on 2 characters at once was slowing progress. So I did a poll on twitter asking if I should continue Z or Arale.
Z won the poll with 2 of the 3 votes. So I am going to start working primarily on him.

Big news. I asked A.C.I.D. if he would program Z for me, and he agreed. He put together a mock up of what I have so far.
[youtube]https://youtu.be/qIPDCbyEAd4[/youtube]

I may just post rough animations until things get the approved by you all.
I am going to work on the rest of the essentials, and finish with attacks.

My goodness... this looks just so beautiful... SO UNIQUE! BRAVO!
Re: Z2 style Neko Majin Z & Arale Norimaki
#35  April 03, 2018, 08:45:40 am
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Take your time man and I'm happy to work with you. These sprites are a beaut.

I made my suggestion on how he is supposed to play on the PM but it's entirely up to you.

As long as it's possible on the engine I can code it.

Also fixed the color problem from the video

Spoiler, click to toggle visibilty
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Re: Z2 style Neko Majin Z & Arale Norimaki
#36  April 04, 2018, 06:12:37 am
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I made a forward jump based on the one Master Roshi has in Ultimate Battle. I will have to adjust the tail movement to make it a jump back.
It's just 4 frames. Should I add more?


Flip animation 4 frames.


Flip animation 8 frames
Last Edit: April 04, 2018, 09:57:26 am by Alpha Proto
Re: Z2 style Neko Majin Z & Arale Norimaki
#37  April 04, 2018, 09:39:02 am
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The flip KO is perfect.

On the jump forwards and backwards we need 4 more.

Spoiler, click to toggle visibilty
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Re: Z2 style Neko Majin Z & Arale Norimaki
#38  April 05, 2018, 06:04:37 pm
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I'm always excited when I see new Neko Majin sprites/animations of yours. I sincerely hope we can add him to the HDBZ roster in some sort of 'official' way at some point!
Re: Z2 style Neko Majin Z & Arale Norimaki
#39  April 05, 2018, 08:29:37 pm
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The flip KO is perfect.

On the jump forwards and backwards we need 4 more.

Spoiler, click to toggle visibilty
I will get to work on that. Thank you A.C.I.D.
W.I.P.2 flip forward. I added 2 more frames. Not cleaned yet. Just place holders.

I'm always excited when I see new Neko Majin sprites/animations of yours. I sincerely hope we can add him to the HDBZ roster in some sort of 'official' way at some point!
Thank you Balthazar! I have never completed a character, but with the help of everyone on this message board I know I can do it.
Last Edit: April 05, 2018, 08:55:52 pm by Alpha Proto
Re: Z2 style Neko Majin Z & Arale Norimaki
#40  April 07, 2018, 02:04:14 pm
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Amaizing job!  :muttrox: