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Stay Puft Marshmallow Man Char (Read 5869 times)

Started by DoubleDandE, February 28, 2012, 04:09:59 am
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Stay Puft Marshmallow Man Char
#1  February 28, 2012, 04:09:59 am
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Hi everyone, today I'm showing an old project that I started several years ago but discontinued due to frustration. The Stay Puft Marshmallow Man. He was going to be a boss for one of my mugen games, but I stopped working on him because my life was getting busy. Now that I have some free time, I'm reworking on him. I'm rehualing his sprites. He doesn't have much sprites (about a hundred or so), and it should take me about one to two months hopefully to finish him up for a beta. I've started earlier today touching up his sprites. The image below shows his before and after, as well as a couple of screenshots from the older StayPuft1.0.



As you can see, I added more color to him, fixed his thumb on the left, added "Stay Puft" to his hat.
He has six attacks; two close range moves, two far range attacks, and two anti-air attacks (one is pictured, the ghost punch, were he punches out a fist and a fireball comes out), three special moves, and hopefully one hyper. I'm retouching his walking move, and working on an intro (any ideas for intros or win pose would be appreciated). I'm also looking forward to a helper (probably slimer or a marshmallow monster). Any suggestions or comments or questions would be greatly appreciated in helping me finish him faster (or any help for sounds or etc.). Thank you for your time, and remember not to cross the streams... It would be bad... ::)
Re: Stay Puft Marshmallow Man Char
#2  February 28, 2012, 04:16:31 am
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AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Re: Stay Puft Marshmallow Man Char
#3  February 28, 2012, 04:44:44 am
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the stay puft lettering should remain in the hat :p
Re: Stay Puft Marshmallow Man Char
#4  February 28, 2012, 05:02:22 am
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I can see why you discontinued him, the sprites look... so weird... :S

EDIT: I agree with the Below poster. Making him a Standard Giant character seems unnecessary in contrast to making him a MvC Final Boss like character.
Last Edit: February 28, 2012, 05:01:30 pm by Ednavi Reborn
Re: Stay Puft Marshmallow Man Char
#5  February 28, 2012, 11:29:16 am
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I think he sould be made in a appocalypse style, giant character with only the torso and a hand to smash, smash, smash! :twisted:
Re: Stay Puft Marshmallow Man Char
#6  February 28, 2012, 03:49:49 pm
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AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Why are you laughing? Do you find the sprites to be funny or something? That's the only thing I could think of that would make someone make a post like that in this thread.

Correct me if I'm wrong.
Re: Stay Puft Marshmallow Man Char
#7  February 28, 2012, 04:26:31 pm
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that post was useless.
.................*snickers*
I can see why you discontinued him.
these posts are also useless. quit being shitheads

I think he sould be made in a appocalypse style, giant character with only the torso and a hand to smash, smash, smash! :twisted:
this one however is a very good idea. you'd have to do less sprites that way and it would reflect how gigantic he is
Re: Stay Puft Marshmallow Man Char
#8  February 28, 2012, 05:19:43 pm
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i would also suggest Zuul and her dogs as an assist, many phrases from the movie would make great intros, like The form of the exterminator has been choosen!.
Re: Stay Puft Marshmallow Man Char
#9  February 29, 2012, 03:28:04 am
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Now I think about it, it's a really good idea. But I wonder kind of ideas Stay Puft Marshmallow Man could have as attacks and such, since he's the size of a three-story house or more.

Also, I didn't think Stay Puft could throw fireballs (with skulls in them, nonetheless).
Last Edit: February 29, 2012, 03:51:04 am by Knuckles8864
Re: Stay Puft Marshmallow Man Char
#10  February 29, 2012, 03:40:43 am
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AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Why are you laughing? Do you find the sprites to be funny or something? That's the only thing I could think of that would make someone make a post like that in this thread.

Correct me if I'm wrong.
Because it's fucking STAY PUFT. It was funny in the movie and it's funny now. It's a hilariously awesome idea.


I think he sould be made in a appocalypse style, giant character with only the torso and a hand to smash, smash, smash! :twisted:
Also, this. Totally. This.
Re: Stay Puft Marshmallow Man Char
#11  March 02, 2012, 08:46:01 pm
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I think he sould be made in a appocalypse style, giant character with only the torso and a hand to smash, smash, smash! :twisted:

Okay, I'm working on it. So far I have his body, interchanging heads, and will soon work on his arms. It may take me till next week as I'm taking my time on getting the sprites right. I may also need help in coding this guy, as I have not coded a character like this before...

i would also suggest Zuul and her dogs as an assist, many phrases from the movie would make great intros, like The form of the exterminator has been choosen!.

That's a good idea. Gozer could ask them or appear first then disapear and Stay puft rises. I'm going to try to make her, Zuul, and Shandor as helpers. A hyper may be just her turning from Stay Puft to herself to do a littel clobbering or lightning zapping. Or just turn into a Slorer. I'll even try to make a stage specific for the character. I might need help on getting the sounds, as I do not have the right equipment for it.

Now I think about it, it's a really good idea. But I wonder kind of ideas Stay Puft Marshmallow Man could have as attacks and such, since he's the size of a three-story house or more.

Also, I didn't think Stay Puft could throw fireballs (with skulls in them, nonetheless).

Probably smashing, and a little punching. That's what he did before. Also, he might throw out his marshmallow minions. I'm taking similar moves from the new Ghostbusters games and the old Sega one, which for some odd reason had him throwing out lasers and fireballs I believe. Either that I'll think of something by just watching the movie or cartoon episodes he appears in. Probably a yo-yo, he did have one in the cartoon?
I'll show what I have in three-four days from now. I should be done with most of his sprites by next week.  ;)

Re: Stay Puft Marshmallow Man Char
#12  March 05, 2012, 07:57:59 am
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Yes, Stay Puft did have a yo-yo in the cartoon. Almost him Slimer with it.
Re: Stay Puft Marshmallow Man Char
#13  March 07, 2012, 08:48:38 pm
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How's everyone's day been going?  ;) I decided to work on the Gozer whip today. Below is her rough draft, as she mainly just stands in the intro before disapearing into thin air and Stay Puft popping up. Also, I might have her throw out her electricity attack for a Super Move (maybe Stay Puft Disapears and she reappears and throws out her electricity?).
 

So this week I'll be working on Stay Puft's moving arm, and a few of his attacks. I'll also try to make the terror dog whip by next week if I can. Right now this is what I have for a sprite comparison, yes he's big, and I'm going to be fixing up his head sprites as they are a bit too squarish and big. Let me know what you guys think. Any help would be appreciated.

Re: Stay Puft Marshmallow Man Char
#14  March 07, 2012, 11:10:11 pm
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Hey nice!  Finally something from GhostBusters in Mugen!  There is a character in Mugen called "Burner" that reminds me in a way of Staypuft (not in appearance, but in the way he would fight) he comes with a rooftop graphic attached so each time you fight him it looks like you are on a roof and he grabs you and smashes you around in a way that Staypuft might.

Check out that character on Youtube or something for some ideas.  Also wasn't Slimer friends with Staypuft in the early cartoons at first?  Keep it up, I'll be watching to see how he turns out!

Oh and on some ideas for moves...well, he is sort of like a "ghost boss" maybe have some ghost enter the screen and do the attacks he normally wouldn't do..such as that skull thing you had him shooting out a while back ago.  This way it will make more sense then him doing all these strange moves.   You could even have a special move where proton streams from the ghostbusters come from off screen and burn Staypuft and he flings Ecto-1 at the opponents with a mean face like when he was getting burned by the streams.. just an idea.
Last Edit: March 09, 2012, 12:06:51 am by Zingo
Re: Stay Puft Marshmallow Man Char
#15  March 09, 2012, 02:31:58 am
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Hey nice!  Finally something from GhostBusters in Mugen!  There is a character in Mugen called "Burner" that reminds me in a way of Staypuft (not in appearance, but in the way he would fight) he comes with a rooftop graphic attached so each time you fight him it looks like you are on a roof and he grabs you and smashes you around in a way that Staypuft might.

Check out that character on Youtube or something for some ideas.  Also wasn't Slimer friends with Staypuft in the early cartoons at first?  Keep it up, I'll be watching to see how he turns out!

Oh and on some ideas for moves...well, he is sort of like a "ghost boss" maybe have some ghost enter the screen and do the attacks he normally wouldn't do..such as that skull thing you had him shooting out a while back ago.  This way it will make more sense then him doing all these strange moves.   You could even have a special move where proton streams from the ghostbusters come from off screen and burn Staypuft and he flings Ecto-1 at the opponents with a mean face like when he was getting burned by the streams.. just an idea.

Thanks, I thought it was best to start off by making a character from Ghostbusters. I'll look into that character for some ideas.  The idea about the ghost, I'll try implementing that in. The proton streams hitting Stay Puft could be used as a special or super move. Thanks again for the advice.
Re: Stay Puft Marshmallow Man Char
#16  March 10, 2012, 02:08:12 am
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man id DL this is a second & the idea to make him an Apocalypse Style character........genius ,............ keep it up, im liking this alot

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Re: Stay Puft Marshmallow Man Char
#17  March 13, 2012, 02:09:11 am
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Think it needs to be just a tad smaller for it to fit within the 320x240 screen.
Re: Stay Puft Marshmallow Man Char
#18  April 11, 2012, 06:23:11 pm
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It's been a while hasn't it? Been busy on other things, but for right now here's an update. Fixed his head, the last one I need to make his him getting hurt if an enemy fires a Hyper or Super Attack. Also, I plan to make him melt if he loses the second round, would be cool...

Also i made this head for if he loses with a time over...

Still need to make Zuul, Vince Clortho, The subway ghost who will fire off the flying skulls, the stage itself, and some more Gozer sprites for the intro and first round lost. I might add in Slimer as a helper, but I was saving him for another char coming after him  ;) .
This week I'm going to see what he looks like in mugen, as He has three attacks already made. It would also be good to get some basic coding done, and if I run into problems I can fix them as soon as possible. Hopefully I can get a beta down for testing by sometime in May. Also I need comments on how to make this yo-yo look more believable as if it is rolling on the ground.


Think it needs to be just a tad smaller for it to fit within the 320x240 screen.

Hhhmmm. You may be right about that, hopefully his resized head and a little trimming from the bottom will help. I won't know till I test him out.
Let me know what you guys think so far, any feedback, or help. As always appreciated. See you soon...
Re: Stay Puft Marshmallow Man Char
#19  April 11, 2012, 09:48:04 pm
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looks really good from here, glad to see u havnt lost it again lol keep it up  :sugoi:

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Re: Stay Puft Marshmallow Man Char
#20  April 12, 2012, 03:31:10 am
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Ah cool, you are back...looking good keep up the good work.
Re: Stay Puft Marshmallow Man Char
#21  April 12, 2012, 03:46:31 am
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giant stay puft is definately better than normal-sized stay puft. good luck with this project

Re: Stay Puft Marshmallow Man Char
#22  April 12, 2012, 09:40:03 am
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 ;D Hey nice work so far!

This is the kind of stuff I like.  :sugoi: I've just started making stuff for mugen to so I know the pain you are going thru. :sugoi: Keep it up, you'll get there in the end. I agree with everything else said thus far in the thread also. Great idea to make him a giant char. 8)

Also I need comments on how to make this yo-yo look more believable as if it is rolling on the ground.

hmmmm, well the spinning motion works. It could be improved (maybe give it a vertical spin shadow?) Also, how are you hoping the animation to be used? Is it a move? Does he drop it? ect. ect. I think if you added the string for directional refference that might help also.

:) yep, good luck.
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Re: Stay Puft Marshmallow Man Char
#23  April 13, 2012, 05:41:30 am
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looks really good from here, glad to see u havnt lost it again lol keep it up  :sugoi:

No, I almost did, but I'm back again this time.

Ah cool, you are back...looking good keep up the good work.
giant stay puft is definately better than normal-sized stay puft. good luck with this project

Again thanks for the good luck. He does look much better now, and much more like Stay Puft ;)

;D Hey nice work so far!

This is the kind of stuff I like.  :sugoi: I've just started making stuff for mugen to so I know the pain you are going thru. :sugoi: Keep it up, you'll get there in the end. I agree with everything else said thus far in the thread also. Great idea to make him a giant char. 8)

Also I need comments on how to make this yo-yo look more believable as if it is rolling on the ground.

hmmmm, well the spinning motion works. It could be improved (maybe give it a vertical spin shadow?) Also, how are you hoping the animation to be used? Is it a move? Does he drop it? ect. ect. I think if you added the string for directional refference that might help also.

:) yep, good luck.

Thanks for the support, right now I'm trying to draw out the sprites for the terror dogs and it's going slow. I need to think about the yoyo thing, from what I tested today in Mugen, he might not be able to do it. He was suppose to walk the dog or throw it like he did in the cartoon, some sort of projectile attack without having to call out a helper, but when I first uploaded the sprites and ran him in Mugen, he barely fitted in the screen (I had to resize him down a bit :/). But oh well, we'll see how it goes from here.
So far he's in mugen, doesn't do anything so far. Trying to figure out how to make a character like him work (it's the first time I'm doing a project like this), and overall an idea of the stage. May need help getting sounds though...
Tomorrow I'll upload what I have of the subway ghost, test animation of the terror dogs, gozer,and a screenshot. I would have done it today, but I alas, I have work needing to be done... See you guys tomorrow. :sugoi:

Re: Stay Puft Marshmallow Man Char
#24  April 13, 2012, 03:27:04 pm
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Hold on...That fireball looks...unavoidable. Maybe it could be a small fireball decending downward and tilted with the AngleDraw controller, just a suggestion.
Re: Stay Puft Marshmallow Man Char
#25  April 13, 2012, 08:43:39 pm
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Hold on...That fireball looks...unavoidable. Maybe it could be a small fireball decending downward and tilted with the AngleDraw controller, just a suggestion.

Thanks, yeah I'm changing it to a small fireball. Actually it will just be a floating skull, like that in the game.

Hope everyone's Friday the 13th has been very good so far. ;D Here's an update. So far I have ran him in Mugen, and gotten to the point of coding one attack. I'm still tweaking his size, as evident in the snapshots, and tweaking his attack. I also have to figure out how he'll get damage, as so far no one seems to be able to hurt him. Lots of checking and coding to do.


As you can see he looks very well, though in one of them he's a bit more pixelated. I'm not sure how that happened, both are from different Mugen games/stages. Does that have anything to do with it?

Here's some test animation of the subway ghost that'll launch out some ghostly projectiles before charging off the screen. It'll be quick and suprising, as he'll be coming from the ground rather than the sides as helpers normally come from. He's missing some frames, but I like what I see so far, so I'll be adding color to him and details. Also, his arms and tentacles haven't been added yet, because they're seperate from him for various reasons...


And finally, Zuul and Vince-Clortho. Zuul's looks fine, as she'll just charge downward in an angle and then charge upwards, meant to be as an anti-air attack. Her animation looks very well, and I'll start drawing over the stick figures. As for Vincey boy, he needs work. He's going to be charging horizontally on the ground, and I need to see some videos of cheetah's or dogs running (hence, that's why his back legs are not moving is because I need to know how they move), but his front legs look okay, unless I missed something. Overall, they still need some tweaking, so that's what I'll be doing for the next couple of days. Who knew animating terror dogs would result in one studying the animal anatomy and how it works?:/


I'll keep you guys updated if I make any more improvements, until then, have a very good weekened. :sugoi:
Re: Stay Puft Marshmallow Man Char
#26  April 14, 2012, 02:03:37 pm
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 :sugoi: ahhaha, nice. He's looking good. Just going by that screen shot i'll say to me he looks like he's standing to straight. An idea, maybe have him hunched over a bit more so he just fits into the screen. And I think you could make him even a little bigger, maybe show less of his mid section. He is supposed to be masive, after all.  8)

Good to see progress.  Keep it up! :sugoi:
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Re: Stay Puft Marshmallow Man Char
#27  April 15, 2012, 05:36:13 am
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but his front legs look okay, unless I missed something. Overall, they still need some tweaking, so that's what I'll be doing for the next couple of days. Who knew animating terror dogs would result in one studying the animal anatomy and how it works?:/


I'll keep you guys updated if I make any more improvements, until then, have a very good weekened. :sugoi:

It helps to just cycle one of the legs in the run then copy it and offset the timing by one or two frames for the other leg. In most cases for animals with legs (even quadrapeds) one foot/paw always hits the ground just before the other one on the other side. I'm sure that if you do a search for animated gifs of animals running, you should get a good reference.
Also, pay attention to the relationship between the front and back legs for each side as it is crucial to the balance of the run. But you will find it most helpful after you find the gif for reference.

Anyway, good luck with your project.

Cheers,
Rev.  ;P
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Re: Stay Puft Marshmallow Man Char
#28  April 15, 2012, 05:42:40 am
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Loving it soooo much!  I was a huge fan of the cartoon...The Sandman..The Boogieman..Grundel...ah the memories..keep it up!  And everything is looking good so far :sugoi:
Re: Stay Puft Marshmallow Man Char
#29  April 15, 2012, 05:51:49 am
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Re: Stay Puft Marshmallow Man Char
#30  April 25, 2012, 08:17:09 pm
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Hi Everybody! Sorry for a week later update. Last week was busy. This week things returned to normal after fixing a few house items that needed to be fixing :P.
It helps to just cycle one of the legs in the run then copy it and offset the timing by one or two frames for the other leg. In most cases for animals with legs (even quadrapeds) one foot/paw always hits the ground just before the other one on the other side. I'm sure that if you do a search for animated gifs of animals running, you should get a good reference.
Also, pay attention to the relationship between the front and back legs for each side as it is crucial to the balance of the run. But you will find it most helpful after you find the gif for reference.

Anyway, good luck with your project.

Cheers,
Rev.  ;P


Thanks Revanto for that information, it seems to be helping me much nicely. I've decided to switch Zuul to the one running across the screen. That way if you win, and it's still out in the middle of the screen, it will stop and yell "Zuuul". I think that might be cool.

:sugoi: ahhaha, nice. He's looking good. Just going by that screen shot i'll say to me he looks like he's standing to straight. An idea, maybe have him hunched over a bit more so he just fits into the screen. And I think you could make him even a little bigger, maybe show less of his mid section. He is supposed to be masive, after all.  8)

This actually looks better. I'm not too far off from spriting his arms as was before. Funny thing though, it takes roughly about forty minutes to an hour just to sprite two arms :-X. But I should have him back to where he was before. Overall he looks more massive. Thanks again.



As you can see, I still need to make the floor helper where it cuts him off at the bottom and to adjust his head and body position that way it doesn't look funny on screen. Overall though he's coming nicely. I'll be making his arms, of course, and I'll also see about redoing the Ghostbusters Firehouse stage that's on the first post. Until then, see you guys later in the week, as I'm sure I'll have something done by then... ;)
Re: Stay Puft Marshmallow Man Char
#31  April 26, 2012, 04:04:09 am
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Re: Stay Puft Marshmallow Man Char
#32  April 26, 2012, 06:03:08 pm
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i'm just noticing right now that the "Stay Puft" words in his hat are backwards when he faces the other way, i'm pretty sure that's fixable

There probably is a way, but none that I know of. It would be neat, but if any body can help out with that (or figure a way to have the words read the right way), than I will really will appreciate it and credit will be given. :sugoi:
Re: Stay Puft Marshmallow Man Char
#33  April 26, 2012, 06:22:04 pm
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Dont forget you need to make a player two side for the text. If you look at his cap youll noticed that the words are in reverse.
Re: Stay Puft Marshmallow Man Char
#34  April 26, 2012, 09:26:24 pm
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YOU NEED TO

 - Have the text drawn both ways. It won't show right just because of Magic
 - When coding this in Mugen, you need to make the text A HELPER that changes depending on where he's facing.
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Re: Stay Puft Marshmallow Man Char
#35  April 27, 2012, 05:36:18 am
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i'm just noticing right now that the "Stay Puft" words in his hat are backwards when he faces the other way, i'm pretty sure that's fixable

There probably is a way, but none that I know of. It would be neat, but if any body can help out with that (or figure a way to have the words read the right way), than I will really will appreciate it and credit will be given. :sugoi:
YOU NEED TO

 - Have the text drawn both ways. It won't show right just because of Magic
 - When coding this in Mugen, you need to make the text A HELPER that changes depending on where he's facing.

Don't worry about it for now DDE, i'll fix it for you when you have all the sprites.  :sugoi: Easy fix.

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Re: Stay Puft Marshmallow Man Char
#36  April 27, 2012, 09:59:26 am
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Re: Stay Puft Marshmallow Man Char
#37  April 27, 2012, 04:37:57 pm
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Re: Stay Puft Marshmallow Man Char
#38  April 27, 2012, 06:01:10 pm
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I like your fantastic char, I wait his release. I give some sprite for you from the game Ghostbusters.
Re: Stay Puft Marshmallow Man Char
#39  April 27, 2012, 10:56:15 pm
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Nice sprites so cool..Seeing you guys make stuff really makes me want to learn how to do this..cause I got some good ideas I think.
Re: Stay Puft Marshmallow Man Char
#40  April 30, 2012, 03:52:01 pm
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Nice sprites so cool..Seeing you guys make stuff really makes me want to learn how to do this..cause I got some good ideas I think.

You should give it a try.  ;D If you have the time and commitment, anything is possible.

 :P I'd like to see something done by you.
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Re: Stay Puft Marshmallow Man Char
#41  May 02, 2012, 09:23:51 pm
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Dont forget you need to make a player two side for the text. If you look at his cap youll noticed that the words are in reverse.
YOU NEED TO
 - Have the text drawn both ways. It won't show right just because of Magic
 - When coding this in Mugen, you need to make the text A HELPER that changes depending on where he's facing.

I've decided on making him another head, that way the hat is on the otherside. Thanks for the advice :sugoi:.

Don't worry about it for now DDE, i'll fix it for you when you have all the sprites.  :sugoi: Easy fix.

All right, thanks again [IN]famous. ;D
Those are some neat sprites you found there Dictador. Gives me some ideas...
Yes indeed, Zingo you should give it a try. I'm not an expert coder, but there are people here that will help you. All you have to do is ask. Very interested in the ideas you have.

Well, how's everyone's week been so far? Good? Here's an update. Added Staypuft's small portrait, finished his first attack, and added the floor explosion so it can cut him off at the bottom. I may make the shoulder sprite of his arm seperate, so it too can get cut off. As you probably can see, it looks strange being ontop of the floor.
Also, I've run into a bit of trouble: His attack stopped working. I'm going to try to fix it this week, as well as add in his flying Skull projectile. So hopefully things work out. Also, I need to fix the problem of an enemy standing above the floor sprite for Stay Puft. I'm still alligning and positioning around his sprites, so this may change by the end of the week. The two pictures below show what I have so far, and the problem of him not hitting E.Ryu.


Also, I ran into this problem while seeing if I can still hurt him. Working on that right now, but as you can see, E.Ryu's background Hyper portrait goes over his body. I'll wait on that thought, but it gives an idea of the problems I am running into while coding this guy...

That's what I have and I'll show more later this week.

Off-Topic:
Is the Ash edit in this picture public? Because it looks really good.

That's something you'll have to wait and see.. :ninja:
Re: Stay Puft Marshmallow Man Char
#42  May 02, 2012, 10:09:39 pm
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Ah, Ghostbusters!!

This will be such an amazing boss fight in Mugen.

BTW, a suggestion for the boss floor. Why not base it a bit on the floor from the rooftop level in Mortal Kombat?
Re: Stay Puft Marshmallow Man Char
#43  May 03, 2012, 03:32:02 pm
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Yo DoubleDandE, one more thing (well, maybe 2)

Since you're spriting what seems to be a VERY large character, you must know - the larger the area to cover, the more colors you'll need to provide Depth to the sprite. So far you're using like 6 colors for his whites, but they're used all over the place as antialiasing (and not exactly the right way in some cases), but you should make use of maybe a secondary light source in such a large model, or just use one or 2 more shades of colors.

Maybe if you post a source resolution sprite, instead of a double-res screenshot, I can show you what I mean. In any case, look at Apocalypse and Onslaught for reference on secondary or more dramatic extra lightsources, and how many shades you should use for each color/tone.
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Re: Stay Puft Marshmallow Man Char
#44  May 05, 2012, 05:04:23 am
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I only just notice you changed his stance. Nice! I think that looks great.

---
( also if you need or want any help spriting some of your helper characters (ghosts, slimer ect.) i would like to help you do some. :) I'm *HC spriting at the moment, got my groove on max and I really want to see you finish this character because #1 I want him on my roster #2 He's just plain cool.  8) It's up to you. Keep up the good work DDE!

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Re: Stay Puft Marshmallow Man Char
#45  May 08, 2012, 11:42:14 pm
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Hi again guys! Today it really happened... Staypuft's files got corrupted. No, not his sprites, but his Mugen Files. I'm starting over in a while, but I've decided to finish on his sprites a bit. Working on his get hurt head, and his various smashing and earthquake attacks. As well as his losing one, a win one, a taunt, and some others that may be needed. I'll post more during later in the week.

Since you're spriting what seems to be a VERY large character, you must know - the larger the area to cover, the more colors you'll need to provide Depth to the sprite. So far you're using like 6 colors for his whites, but they're used all over the place as antialiasing (and not exactly the right way in some cases), but you should make use of maybe a secondary light source in such a large model, or just use one or 2 more shades of colors.

Maybe if you post a source resolution sprite, instead of a double-res screenshot, I can show you what I mean. In any case, look at Apocalypse and Onslaught for reference on secondary or more dramatic extra lightsources, and how many shades you should use for each color/tone.

Here you go, I was planning on adding more colors to him later...


( also if you need or want any help spriting some of your helper characters (ghosts, slimer ect.) i would like to help you do some. :) I'm *HC spriting at the moment, got my groove on max and I really want to see you finish this character because #1 I want him on my roster #2 He's just plain cool.  8) It's up to you. Keep up the good work DDE!
* hardcore

You can help if you want to. Anyone can help in making his helpers if you guys would like to. Here's a list of helpers to choose from : Slimer, Taxi Cab ghost, Grey Lady(Library Ghost), and Gozer. Or, you can make up a new one. Right now I'm working on the Subway Ghost and the Terror Dogs since I'm halfway with those. For the Grey Lady, Slimer, Taxi Cab Ghost you can do anything you want. For Gozer, she needs to be standing then holding her arms outstretched and disapear :ninja:, as well as one with her kneeling in defeat, and one where she reappears and turns her upper torso throwing out electricity (like in the movie). Just let me know you which one you are doing if you want to help, that way I know, okay ;).

Well that's it. I'll post later in the week, hopefully he'll be up and running again. I'll be working on his sprites too, and hopefully I can catch up again. See you guys then :sugoi:.

Re: Stay Puft Marshmallow Man Char
#46  May 09, 2012, 03:28:46 am
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didn't you backup your files before they were corrupted?

anyway, though it's a setback, i'm sure you'll get back on track soon

Re: Stay Puft Marshmallow Man Char
#47  May 11, 2012, 09:19:49 am
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backup your files *
* changed quote to tip. :)

He'll turn out better for it. Now you already have some foresight into what's required for this type of character.

 ;D I'd like to do some slimer sprites for you. Maybe just one or two moves you could use as helpers.  :) I'll think of something (unless you already have some ideas) and post back here with a rough example.

 :sugoi:
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Re: Stay Puft Marshmallow Man Char
#48  May 11, 2012, 08:49:06 pm
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Hi everyone, how's everyone's week been going so far? Well, I haven't restarted coding him yet, but I'll take the initiative of backing up my works from now on ;). I'm kind of glad, because it was becoming a mess, now I'll be able to keep things nice and neat...

;D I'd like to do some slimer sprites for you. Maybe just one or two moves you could use as helpers.  :) I'll think of something (unless you already have some ideas) and post back here with a rough example.
Okay then, thanks for the help [IN]famous. I don't have anything in mind for Slimer, so you are pretty much free to do anything you want.

I finished his smashing sprites, working on his earthquake move, and then a few more. Today since I had some free time, I made him a Hyper Portrait for his Super. It still needs some work, but it's a start.

Next week I'll try to finish his third attack, and then recompile them again in Mugen. Hopefully, everything is okay and running again in Mugen. See you guys next week, and have a good weekened :).

Re: Stay Puft Marshmallow Man Char
#49  May 11, 2012, 09:55:53 pm
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 :sugoi:  awesome super pic

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Re: Stay Puft Marshmallow Man Char
#50  May 14, 2012, 11:12:36 am
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well done

I like ghostbusters movie
good work


Re: Stay Puft Marshmallow Man Char
#51  May 15, 2012, 12:31:08 am
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Since you're spriting what seems to be a VERY large character, you must know - the larger the area to cover, the more colors you'll need to provide Depth to the sprite. So far you're using like 6 colors for his whites, but they're used all over the place as antialiasing (and not exactly the right way in some cases), but you should make use of maybe a secondary light source in such a large model, or just use one or 2 more shades of colors.

Maybe if you post a source resolution sprite, instead of a double-res screenshot, I can show you what I mean. In any case, look at Apocalypse and Onslaught for reference on secondary or more dramatic extra lightsources, and how many shades you should use for each color/tone.
Here you go, I was planning on adding more colors to him later...

I may have overworked the arm, and still I'm not too convinced with the outcome, but still, I hope you know where I;m coming from.

Hope it helps a little bit. Get rid of the pitch black outlines!
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Re: Stay Puft Marshmallow Man Char
#52  May 15, 2012, 04:16:29 am
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very excellent idea of a boss character!!

a cool intro could be a beam (im thinking Cable's regular special move, because it reminds me a lot of the beam the Ghostbusters use... even the gun could be used with a little editing) hitting him, with some splashes of melted marshmallow flying around
Re: Stay Puft Marshmallow Man Char
#53  May 17, 2012, 04:59:32 am
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I never liked GB but I have always LOVED Stay Puft!  This is some cool stuff bro.  I like the way he's large and an apocalypse style char.  Keep it up.
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Re: Stay Puft Marshmallow Man Char
#54  July 03, 2012, 04:44:15 am
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Since you're spriting what seems to be a VERY large character, you must know - the larger the area to cover, the more colors you'll need to provide Depth to the sprite. So far you're using like 6 colors for his whites, but they're used all over the place as antialiasing (and not exactly the right way in some cases), but you should make use of maybe a secondary light source in such a large model, or just use one or 2 more shades of colors.

Maybe if you post a source resolution sprite, instead of a double-res screenshot, I can show you what I mean. In any case, look at Apocalypse and Onslaught for reference on secondary or more dramatic extra lightsources, and how many shades you should use for each color/tone.
Here you go, I was planning on adding more colors to him later...

I may have overworked the arm, and still I'm not too convinced with the outcome, but still, I hope you know where I;m coming from.

Hope it helps a little bit. Get rid of the pitch black outlines!


Allright, I'll get rid of the black outlines.
Sorry it's been some time, but life is always full of suprises :P. Shall update by this week or beginning of next week. Until then, have a good day.