Retouched sprite packs by felineki:DS1NWVSSeparate SFFs for each of the 3 games, since each has a different spriteset. Many, many things retouched, fixing errors in shading, part alignment, etc.Modified Combiner Final Guardian by felinekiDS1/NW fs.MP w/ extra frames by felinekiNW cs.HP w/ extra frames by felinekiModified Final Guardian w/ extra frames by felinekiModified alternate Genocide Vulcan recovery by felinekiThrow Escaped by T. VincesonI've grown pretty fond of this killer Mayan space robot guardian, so I'm probably going to do more edits in the future. I'll add them here as I finish them.
are you working on a full character? or was it just the sprite pack you have been working on?that final guardian anim tho :-0
For the moment it's just sprites. I have thought about making a playable Mugen version, but haven't actually started on it yet. My experience with Akuma has shown me how hard it is to get things working accurately, and that's made me a little wary of jumping into other projects without proper forethought. I wouldn't count it out as an eventual possibility, though.
Vampire Savior 2 rips by Konghttp://www.infinitymugenteam.com/FrameSprites_VampireSavior2.htmRips by JustNoPointhttp://www.justnopoint.com/mugen/rips/darkstalkers/HuitzilDS1.rarhttp://www.justnopoint.com/mugen/rips/darkstalkers/HuitzilDS2.rarhttp://www.justnopoint.com/mugen/rips/darkstalkers/HuitzilDS2.rarThese are just for completion's sake. It is highly recommended to use felineki's rips in the 1st post.SoundsDarkstalkers 1, 2, Chronicle, and Collection Voice + Sound Rips by Shin_Mamaru_Xhttp://mugenguild.com/forum/topics/darkstalkers-1-2-chronicle-voice-sound-rips-109971.0.htmlOff topic but if you don't get started on him before I finish Rikuo then I've decided to make him my next character.
I forgot to ask last time. Do you add these to your sff as you make them as well? Or do we need to collect them from the gifs?
I haven't added them to the SFF yet. I'd kind of like to keep my initial SFFs at a 1:1 correlation to the original game (despite the touchups) for accuracy reasons. For animations that are heavily modified like this (adding extra frames, etc.) I might complie an alternate SFF eventually.
I wouldn't replace the old sprites with these. But I think it'd be good to add them to 1 sff. Even if you just make up a group number and slap them all in said group at the end of the sff.But it's up to you! I'll take em however I can get em
Made a small modification to the one of the extra frames in the DS1/NW fs.MP, taking into account the "slow in/slow out" principle a bit more. The wrecking ball now spends a bit more time further out now than it did before, giving a bit better sense of weight.I want to do a custom air throw animation soon, because his actual air throw is a bit underwhelming. Look forward to that sometime soon.
I was looking for a good Huitzil/Phobos to convert to MvC2. I think I found the jackpot right here. I like how this is progressing, man.
Added this:Modified version of the unused alternate recovery animation for Genocide Vulcan (as opposed to the used one which is just the startup frames in reverse). An extra frame was added, and existing frames were reworked, swapping in DS1 parts to attempt to create a smooth transition from cone/cylinder back to hand (the unused animation as in the actual game reuses one of the large blade hand sprites from the startup which doesn't look quite right in the context of a recovery). Here's the alternate recovery as-is for comparison:I'm also working on an alternate air throw animation. It's not finished yet, but here's a WIP:
Work's been keeping me busy, but want people to know that I'm not dead. I'm still working on the air throw animation posted above, as well as a spruced up version of his unused DS1 laser super. Here's a WIP for that:I also have more things planned, such as some further retouches for the SFFs I posted previously, and some ideas on how to liven up his NW ES Plasma Beam animation a touch.
Looks pretty cool, hope that idea for the plasma gun. Includes a start up of particle energy, and comes out with a bang. Something like the ship from Gundam Unicorn.
Still nothing finished yet, but here's a WIP of the aforementioned ES Plasma Beam animation.In the original animation his whole body shifts around a lot as one big rigid chunk to try to imply some bounce when he transforms and some recoil when he fires. I broke him up into parts so I could move the parts relative to each other and hopefully make it look a bit more lively, adding some squash and stretch to the transformation, and making the recoil look like it's primarily affecting the guns. I also made the red vents on those cylinders that sprout out of the backs of the guns spin, because why not.
Thnaks! I might be able to finish up the recovery for the ES Plasma Beam within the next couple days, so I'll finally have at least one finished animation to add here. Need to get back to the DS1 super and the air throw after that.
I did, but I forgot to respond to it, sorry. I've been really busy with work since earlier this year.EDIT: Here's an update on the ES Plasma Beam animation:All the frames are there now, but I still think I'm not quite finished yet. I think the startup's really nice, but the active firing phase could maybe use just a little more tweaking, and the recovery needs some more work.
Here's a concept for a parry animation, for if anyone ever wants to make a CvS Huitzil or something. The little forcefield was borrowed from Magnet Man's missiles in Mega Man: The Power Battle.
Mentioning CvS style, hope none would mind if I contribute a little bit with this: Just his Anim 5945....
felineki said, January 15, 2017, 04:38:21 pmNice work! I'll add it to the first post.Thanks~! Personally the character is also one of my fave Darkstalkers, design-wise and how he behaves. He's also both challenging and fun to CNS as most of his moves put his targets in more than two or so custom states by Movehit.
Experimenting with making Marvel-style air knockback animations, this is the 90 degree (straight horizontal) one. Any thoughts?
Here's the 45 degree (diagonal up) one. The straight up one is going to be hard, it doesn't look like he has many parts that would be useful.
Well, since we're sharing this bot's unqiue hitstate anim, here's mine: An attempt for his CvS 5052 anim. Didn't show it in public earlier due to RotSprite's visible "jagged fuzz" effect due to sprite rotation and all:Er. Anyone feel free to "clean up".
Tweaked both of the Marvel air knockbacks a bit, here are the current versions.Will try the rest of the angles eventually.
Just for curiosity.. Are you planning to add to Phobos an "Spinning Dizzy" animation like on Marvel games?
Hmm, seems like it might be a bit hard to make with the parts available, but I suppose I could give it a shot. His chest and waist have plenty of rotational frames, at any rate.
Not that immediately comes to mind. Personally, I'd just use his dash animation. He even has 3 of them to choose from, different in each game.
What are the major differences between each set if you could just give me an example. I will eventually look through them, but I want to know specifically which one has anything unique as I'd make one huge sff with every move available. Basically can't work with resized sprites, pal doesn't matter because separation will be done.
There are too many differences to list. Huitzil's sprite set was heavily reworked in each game, which is why I made each game into a separate SFF. If you plan on combining them, you should note that axis placement is different between games. This is most prevalent when comparing VS to the previous games, where VS is 9 pixels further forward, and 1 pixel further down. There are also some differences in axis placement between certain reused jumping frames in DS1 and NW.
felineki said, June 11, 2017, 01:21:05 pmNot 100% sure on the recovery portion yet, but it's getting there.Despite at this point of progress, it looks more consistent (Magnet arms) and animates much more fluidly than my own take of his 5945.
Still working on stuff little by little in my free time. Here's some reworked blocking and guard cancel animations:Early attempt at air dash animations:
felineki said, November 18, 2017, 07:32:54 amFirst rough attempt at dodge animation:You're doing quite the work, Felineki.
felineki said, July 06, 2017, 08:20:34 amTweaked the parry animation a bit.Phobos version of flipping the bird. Lol. This looks good actually.
Revamped NW far s.HP, with extra frames and some pose tweaks. This is a case similar to his far s.MP where an animation that was originally fairly quick and with few frames in his DS1 boss form was given slower, more reasonable frame data in his NW incarnation but the amount of sprite frames stayed the same, thus looking a little jerky in comparison.