The Mugen Fighters Guild

M.U.G.E.N Central => Sprite Projects => Topic started by: xxxx on November 20, 2016, 11:35:33 pm

Title: Yamcha
Post by: xxxx on November 20, 2016, 11:35:33 pm
(http://i.imgur.com/Hj1OnBz.png)

well well well it was about time, as you guys might know I've been busy as hell with other projects and sprite commissions which I'll be finishing them soon.
I'm gonna start with Yamcha officially on december, but have a sneak peak of some of the animations here

thanks to my buddies deddy95 and ruiluis

ruiluis

(http://i.imgur.com/y2ZH4ro.gif)

(http://i.imgur.com/BB6HolB.gif)

(http://i.imgur.com/7xy0TP8.gif)

(http://i.imgur.com/nImIwTV.gif)

deddy95

(http://i.imgur.com/mGFWC5v.gif)

(http://i.imgur.com/h25Sz03.gif)

I have more, alot more down my sleeves,  this guy is going to be my biggest project yet.
Title: Re: Yamcha
Post by: GLB on November 20, 2016, 11:37:53 pm
This is truly awesome and everything looks beautifully so far. I know you're going to deliver some top shelf stuff here and I can't wait, you've got my attention, sir.
Title: Re: Yamcha
Post by: hatter on November 20, 2016, 11:38:32 pm
About time you made a thread. Can't wait for the goodness!
Title: Re: Yamcha
Post by: lui on November 20, 2016, 11:42:09 pm
Oh boy finally

First the tien reveal plus this? Its gonna be a good time.

Shouldnt this be in the hdbz section though?
Title: Re: Yamcha
Post by: Slayer. on November 20, 2016, 11:50:45 pm
Damn! Just like a pro! :smash:
Title: Re: Yamcha
Post by: Iced on November 20, 2016, 11:55:51 pm
Oh boy finally

First the tien reveal plus this? Its gonna be a good time.

Shouldnt this be in the hdbz section though?

Nah, its z2 inspired for now.

Hope to see an alpha , it would be great to see all your work come to fruition.
Title: Re: Yamcha
Post by: Orochi Gill on November 21, 2016, 12:11:44 am
It's not accurate unless he dies in one hit from a Saibaman. :mlol:
Title: Re: Yamcha
Post by: The Sudden Rarity on November 21, 2016, 12:16:22 am
I know a good place to get the wolf sound effects for Wolf Fang Fist from: Rouga by (I think) infinite.
Title: Re: Yamcha
Post by: Staubhold on November 21, 2016, 12:23:46 am
Will Puar make a cameo?
Title: Re: Yamcha
Post by: xxxx on November 21, 2016, 12:47:16 am
yes ,he will

I know a good place to get the wolf sound effects for Wolf Fang Fist from: Rouga by (I think) infinite.

I would gladly apreciate that once we start the coding :)
Title: Re: Yamcha
Post by: Jango on November 21, 2016, 03:11:01 am
It's not accurate unless he dies in one hit from a Saibaman. :mlol:
And if there's an intro with Vegeta where he goes "How's the bachelor life working out for ya???"
Title: Re: Yamcha
Post by: Lunchbillion on November 21, 2016, 03:40:18 am
Those animations are beautiful. So glad to see this project alive. I've always had a soft spot for Yamcha.
Title: Re: Yamcha
Post by: Saint on November 21, 2016, 04:03:54 am
thank you akira toriyama!
Title: Re: Yamcha
Post by: likiji123 on November 21, 2016, 05:53:38 am
Good to see this starting up. Really happy with how you went for classic dragon ball design
and those anims are fresh af.
Title: Re: Yamcha
Post by: -Whiplash- on November 21, 2016, 06:25:11 am
Badass, my favourite DBZ character!

I can't wait to see what you do with him.
Title: Re: Yamcha
Post by: jweezy34 on November 21, 2016, 09:20:17 am
Ok seriously....can you or balthazar like lend me your godly spriting powers for a few weeks or something? This is so unfair  :qq:

Nah seriously this is super dope though, good luck on this project definitely following this one.
Title: Re: Yamcha
Post by: Dark Waifu on November 21, 2016, 10:27:46 am
Seen your sprites on your Tumblr, was looking forward to this since then.
Title: Re: Yamcha
Post by: Odb718 on November 21, 2016, 10:28:55 am
When he dies you have to make Krillin drop in.
Title: Re: Yamcha
Post by: Websta on November 21, 2016, 10:31:20 am
very excellent
Title: Re: Yamcha
Post by: Momotaro on November 21, 2016, 01:05:01 pm
Really badass!!
One more masterpiece in the works!
Title: Re: Yamcha
Post by: WizzyWhipitWonderful on November 21, 2016, 02:42:43 pm
You're going to get all types of positive reception with quality like this;

Make it enjoyable for you, and have fun doing it, Balm.
Title: Re: Yamcha
Post by: Saint on November 21, 2016, 02:44:49 pm
 You guys better make him this God-like:

https://www.youtube.com/watch?v=ExbM99-PPh0
Title: Re: Yamcha
Post by: Jango on November 21, 2016, 10:11:18 pm
Uhhh, this balmsold's solo effort, it's not an official Z2 project. Read the posts before it, man.
Title: Re: Yamcha
Post by: Noside on November 21, 2016, 11:00:11 pm
Balm that looks awesome! I really like this classic Yamcha, great work.
Title: Re: Yamcha
Post by: AugustAPC on November 21, 2016, 11:58:29 pm
Is the aspiration here to eventually get this guy to be an official Z2 character? The animation here is fucking gorgeous. It would seem a shame, for a character to be made with such quality and precision in matching the Z2 style to not be incorporated into the project.

Either way, I can't wait to see more of this. Incredible work so far!
Title: Re: Yamcha
Post by: Saint on November 22, 2016, 12:15:20 am
Uhhh, this balmsold's solo effort, it's not an official Z2 project. Read the posts before it, man.

oops sry, nonetheless still make him godly. i just thought he was helping balthazar like barker for buu
Title: Re: Yamcha
Post by: JustNoPoint on November 22, 2016, 01:37:56 am
It's unofficial till there is enough for an alpha. Same with SmurfYeah's Chi Chi.
Title: Re: Yamcha
Post by: AugustAPC on November 22, 2016, 01:43:54 am
It's unofficial till there is enough for an alpha. Same with SmurfYeah's Chi Chi.

Ah. Gotcha.

Glad to hear those two characters have potential to make it in the official game.
Title: Re: Yamcha
Post by: lui on November 22, 2016, 01:45:51 am
With how fast balm is working i wouldnt count on waiting too long till yamcha is official :)
Title: Re: Yamcha
Post by: Jango on November 22, 2016, 03:16:22 am
I guess a good way of looking at it is that this is kinda like submitting a character proposal. We're seeing balmsold's take on the character, and if/when it becomes official, adjustments will be made in terms of both aesthetics and movelists, as the character has to be designed not just to do get Yamcha right, but also to make sure that his playstyle will mesh well with the HDBZ cast (ie: having a unique style of gameplay from the others yet still being balanced against them).
Title: Re: Yamcha
Post by: -Whiplash- on November 22, 2016, 04:18:39 am
..Is Yamcha gonna be a rekka character btw?

IDK I just always assumed he would be.
Title: Re: Yamcha
Post by: StormEX on November 22, 2016, 05:28:26 am
Big question:
Are you gonna get a voice actor for yamcha? Kinda like the rest of the Z2 cast?
Title: Re: Yamcha
Post by: LightScarecrow on November 22, 2016, 05:34:12 am
With Tien being picked up by Balthazar, having Yamcha would make a HDBZ sexual fantasy come true, remaking one of the most classic DB fights and one of my favorites until today, Tien vs Yamcha.
Also, as a suggestion, if you ever need to use Wolf Fang Fist as a Lv.2 or Lv.3 hyper, you should use the original Wolf Fang Fist from his fight with Goku.
To me, it's by far the best looking. You could even sprite him becoming a wolf!
Title: Re: Yamcha
Post by: likiji123 on November 22, 2016, 05:56:22 am
It's unofficial till there is enough for an alpha. Same with SmurfYeah's Chi Chi.
........and Android 17?? :'(
But yeah it makes sense that you would wait until the coding to determine if it should be a HDBZ character, after all, sprites are only half of it ;)
Title: Re: Yamcha
Post by: xxxx on November 22, 2016, 06:12:30 am
..Is Yamcha gonna be a rekka character btw?

IDK I just always assumed he would be.

yes, he will be a rekka character, you guys will be satisfied with the direction I'll be going with this guy :)

Big question:
Are you gonna get a voice actor for yamcha? Kinda like the rest of the Z2 cast?

possibly, I'm not fond enough of chris sabbath's impersonation but I do like the voice,  I'm gonna be looking for something in the middle of toru furuya and chris

Title: Re: Yamcha
Post by: Jh0nnY2k on November 22, 2016, 12:17:26 pm
GL with this project, i'll be sure to follow.

Title: Re: Yamcha
Post by: Byakko on November 22, 2016, 03:35:09 pm
Also, as a suggestion, if you ever need to use Wolf Fang Fist as a Lv.2 or Lv.3 hyper, you should use the original Wolf Fang Fist from his fight with Goku.
(http://i.imgur.com/BB6HolB.gif)
The only difference is the running kick start. This can come up in follow-ups or basic cancels.
Title: Re: Yamcha
Post by: Djoul on November 22, 2016, 05:48:57 pm
Wow that's very interesting, what is exactly your project ?
Impressive !
Title: Re: Yamcha
Post by: AlexSin on November 22, 2016, 06:11:24 pm
Spriting Yamcha, he's already drawn a lot of sprites of him...
Title: Re: Yamcha
Post by: AgentofDestiny on November 23, 2016, 12:38:25 am
 Hope,this guy gets Z2 official.But  nonetheless it seems Yamcha will get the justice and awesomeness he deserves :)
I've seen only  DBZ but he is one of my favourites (i don't know how)
Wish you the best sir and Good Luck   :hyo:
Title: Re: Yamcha
Post by: LightScarecrow on November 23, 2016, 08:17:50 am
(http://i.imgur.com/BB6HolB.gif)

What I meant was him doing the kick, "turning" into the wolf, attacking, doing the last hit as a Finisher.
Think something similar to Gohan's Gekiretsu Ranbu.
Maybe it's nonsense, but for me, that'd be spot on.
Title: Re: Yamcha
Post by: BurningSoul on November 23, 2016, 05:29:17 pm
it would be better if wolf was an some sort of transparent afterimage on Yamcha.
Title: Re: Yamcha
Post by: LightScarecrow on November 23, 2016, 11:16:34 pm
it would be better if wolf was an some sort of transparent afterimage on Yamcha.

I pictured it like the anime, Yamcha running and kinda flashing like a wolf.
But a afterimage would also look awesome! Nice suggestion!
Title: Re: Yamcha
Post by: Realra on November 25, 2016, 11:32:36 pm
The only thing I can think of is Yamcha Vs Dan. You know, for the memes.
Though we all know who would win...

Title: Re: Yamcha
Post by: xxxx on November 27, 2016, 08:34:35 am
special thanks to chamat for helping me with this ^^

(http://i.imgur.com/TFXLGM1.gif)
Title: Re: Yamcha
Post by: AgentofDestiny on November 27, 2016, 03:19:31 pm
special thanks to chamat for helping me with this ^^

(http://i.imgur.com/TFXLGM1.gif)

Great :D  Now,i wish the Z2 Team put their seal of approval (and maybe modify him to be more fitting to HDBZ) and put him in the game as an official
HDBZ project and character.Him and Smurfyeah's Chi Chi and im f*ching going to Space Australia :D
Title: Re: Yamcha
Post by: HQ on November 27, 2016, 03:59:17 pm
While I'd love to see this done for good (hey it's been a long time coming), it still has issues that I mentioned way back
- The circling motion of the forward hand + the decrease of his shoulder area makes it look weird to my eyes.
Here's a fast way to fix it.
(http://i.imgur.com/AVpggQ0.gif)

Also I'm not sure of what to think of the "belt" avoiding his leg motion...but that maybe is just me.
Title: Re: Yamcha
Post by: Odb718 on November 27, 2016, 06:03:25 pm
The animation overall seems a little off in a few areas. I think the legs SNAP forward. While the legs are apart they're nice and fluid. When they're in the center they seem to almost trade places. Maybe if the shading had higher contrast?

HQ I like your left arm more but not the right for some reason. But yeah both of the tassels/ends of the belt dont seem to touch anything. When his hips turn left I think they'd be closer together too.

With all that said, I think the animation as it is could be used in the release. I'd say focus on other stuff that needs more attention and leave the perfection stuff for later.
Title: Re: Yamcha
Post by: xxxx on November 27, 2016, 08:38:09 pm
alright, took all your points guys, the leg snap was intentional since I based it on makoto

(http://i.imgur.com/jcrDmdQ.gif)
Title: Re: Yamcha
Post by: Lunchbillion on November 27, 2016, 10:04:23 pm
Damn that looks good.
Title: Re: Yamcha
Post by: AugustAPC on November 27, 2016, 10:34:46 pm
Animation looks excellent. He looks pretty tall, though. Is he in scale with the Z2 characters?
Title: Re: Yamcha
Post by: xxxx on November 27, 2016, 11:24:31 pm
he is almost the same size as tenshinhan z2 so yup (http://i.imgur.com/sOnuMmg.png)
Title: Re: Yamcha
Post by: AugustAPC on November 28, 2016, 02:36:47 am
Hmm, I made a chart out of curiosity. I tried to find the most upright sprites of Z2 characters and Z2 inspired characters, to compare their heights.

(http://oi63.tinypic.com/8zl3dz.jpg)

It does seem, to me, that Yamcha is a bit too tall. He's more or less the height of Goku in the series. Here, he seems to be around 5-7 pixels taller than him.

Not trying to make things harder for ya, just giving you the benefit of an observation.
Title: Re: Yamcha
Post by: Lunchbillion on November 28, 2016, 05:22:28 am
Well, too late now. Let's just chalk it up to artistic liberties ;)
Title: Re: Yamcha
Post by: xxxx on November 28, 2016, 09:56:43 am
yamcha is1.83-1.85 cm tall while goku is 1.75, its a lil fact that the anime doesn't respect lol , but don't worry I'm pretty sure he'll be shorter than tenshinhan z2 standing, if not I'm gonna tweak that right away.
Title: Re: Yamcha
Post by: Balthazar on November 28, 2016, 01:58:56 pm
Yamcha is fine, Tien will be about the exact same height. Goku isn't really THAT viable anymore to use as scale reference. His proportions are very weird, but hey, it's my older days of spriting. Yamcha's scale is great, doesn't need to be changed.
Title: Re: Yamcha
Post by: lui on November 28, 2016, 03:18:44 pm
I can already see the youtube comments using annoying tfs memes and writing off balmsold's yamcha as a joke before requesting a bunch of other characters once yamcha gets a trailer
Title: Re: Yamcha
Post by: PlasmoidThunder on November 28, 2016, 04:23:49 pm
Yeah but this is Dragon Ball Yamcha, not Z Yamcha, back when he was useful.
Title: Re: Yamcha
Post by: hatter on November 28, 2016, 04:44:42 pm


Can't wait to see how starstruck they'll be once the HDBZ team approve him and make the badass trailer he deserves.
Title: Re: Yamcha
Post by: Saint on November 28, 2016, 04:47:40 pm
Yeah but this is Dragon Ball Yamcha, not Z Yamcha, back when he was useful.

he was useful in z for filler and sacrifice lol
Title: Re: Yamcha
Post by: xxxx on November 28, 2016, 04:59:35 pm
Yeah but this is Dragon Ball Yamcha, not Z Yamcha, back when he was useful.

its dbz/super yamcha with his old clothes :p
Title: Re: Yamcha
Post by: PlasmoidThunder on November 28, 2016, 05:10:17 pm
Ptheh.
Title: Re: Yamcha
Post by: Saint on November 28, 2016, 05:11:26 pm
and hair
Title: Re: Yamcha
Post by: xxxx on November 28, 2016, 06:11:23 pm
I'm gonna do a standing sprite for yamcha.
Title: Re: Yamcha
Post by: AugustAPC on November 28, 2016, 10:07:34 pm
Yamcha is fine, Tien will be about the exact same height. Goku isn't really THAT viable anymore to use as scale reference. His proportions are very weird, but hey, it's my older days of spriting. Yamcha's scale is great, doesn't need to be changed.

Fair enough. It's your guys' call. Like I said, I'm just offering the benefit of an observation.
Title: Re: Yamcha
Post by: xxxx on November 28, 2016, 10:30:33 pm
(http://i.imgur.com/XXyHaPZ.png)

(http://i.imgur.com/x6wwW99.png)  there, he is 4 pixels taller due that the peak of his height in the walk is on frame 5
Title: Re: Yamcha
Post by: Saint on November 28, 2016, 10:37:16 pm
just finish yamcha and dont even think about hdbz. just think yamcha
Title: Re: Yamcha
Post by: AgentofDestiny on November 28, 2016, 10:43:48 pm
just finish yamcha and dont even think about hdbz. just think yamcha

Whoa,somebody here really wants to play Yamcha,but I don't blame him
Other than this (really nice sprite by the way),HDBZ modifications come later (if necessary)   :)
Title: Re: Yamcha
Post by: xxxx on November 28, 2016, 10:55:55 pm
yeah, don't worry I want to make it as accurate as I possible can

(http://i.imgur.com/a3AukwG.gif) another one by ruiluis
Title: Re: Yamcha
Post by: AgentofDestiny on November 28, 2016, 11:02:54 pm
I know and i hope he is included in HDBZ.
Also,  1.really cool move   and  2.If simple sketches look this good one can simply imagine the final product :)
It seems Yamcha is in good hands,good luck with him :)
Title: Re: Yamcha
Post by: JustNoPoint on November 28, 2016, 11:06:11 pm
The second kick needs more weight behind it. Looks really weak. The animation is top notch though! You forming a Yamcha animation team or something? :P
Title: Re: Yamcha
Post by: hatter on November 28, 2016, 11:07:44 pm
another one by ruiluis

God I love rui's art. Glad he is in on this.
Title: Re: Yamcha
Post by: xxxx on November 28, 2016, 11:27:31 pm
The second kick needs more weight behind it. Looks really weak. The animation is top notch though! You forming a Yamcha animation team or something? :P

maybe ;)
Title: Re: Yamcha
Post by: AugustAPC on November 28, 2016, 11:31:30 pm
After a bit more research and comparing, it does seem that Goku, Vegeta and Gohan are just a bit short in Z2, when compared to Piccolo and Buu. Guess we can just say that Z2 has short Saiyans, lol.
Title: Re: Yamcha
Post by: Smurfyeah on November 29, 2016, 01:57:16 am
Those animations are looking nice! The Wolf Fang Fist looks like a Skullgirls animation. I agree that the height on Yamcha looks fine.
Title: Re: Yamcha
Post by: HQ on November 29, 2016, 02:44:40 am
After a bit more research and comparing, it does seem that Goku, Vegeta and Gohan are just a bit short in Z2, when compared to Piccolo and Buu. Guess we can just say that Z2 has short Saiyans, lol.

I guess this comes from the fact that we vaguely base the characters height on the series/manga while also keeping the different medium in mind...
Compare Buu to Gohan in the series...
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTuBHFK05VwL_--gAi9B9SrZj_oL-V2ESmRd8-BVcv9U298mhqc)
+
Spoiler, click to toggle visibilty

Not a big fan of that kick motion either - it looks so static & like kicks he would do standing on the ground rather than in the air. I guess with heavy arm & lower body editing it could work & appear more dynamic/impactful
Title: Re: Yamcha
Post by: Iced on November 29, 2016, 02:53:42 am
the back kick looks hella floaty, loses all the impact.
Title: Re: Yamcha
Post by: Odb718 on November 29, 2016, 03:44:09 am
(http://i.imgur.com/a3AukwG.gif)
I'd say suck the knee in harder to the chest for the last kick, and maybe bend the body down further. Angle the foot so the heel is the main impact point. The streak on the second foot could illustrate it's coming from the floor a little better. I think if it was pointing to 7pm and not 8pm it may look a little better.
Title: Re: Yamcha
Post by: Djoul on November 29, 2016, 08:57:35 am
The height is fine in my opinion. Very good work, keep it up.
Indeed the final kick should be stronger on the last animation.
Title: Re: Yamcha
Post by: LightScarecrow on November 29, 2016, 10:26:38 pm
The final kick is done too quick and recklessly, it needs to be stronger and the weight distribution at the kick should be better.
What's the advantage on doing a kick that does no damage?
Yamcha, as a experienced fighter, knows better to do somethig like it.
Other than that, your Yamcha is spot on.
Can't wait to see Spirit Bomb.
Title: Re: Yamcha
Post by: xxxx on November 29, 2016, 10:40:21 pm
we decided to keep it a double kick, (http://i.imgur.com/GY0eoe0.gif)
Title: Re: Yamcha
Post by: WizzyWhipitWonderful on November 29, 2016, 10:44:48 pm
I just love rui's art;

A little off-topic here, but everytime I see one of those animations, I think of Yamcha squaring off with SG's Beowulf.
Title: Re: Yamcha
Post by: xxxx on November 29, 2016, 10:57:55 pm
I'd love to add something inspired by beowulf
Title: Re: Yamcha
Post by: LightScarecrow on December 09, 2016, 10:12:24 am
Suggestion:
Yamcha's most noticeable trait in his fights is his  remarkable speed. Try to add that to the normals.
Give him a feeling that he is quick and using the best of his agility.
Title: Re: Yamcha
Post by: AiRiC on December 09, 2016, 11:04:14 pm
I really like how this is turning out, a lot of z2 characters seem like fat midgets but this seems more accurate.
Title: Re: Yamcha
Post by: AgentofDestiny on December 09, 2016, 11:09:31 pm
I really like how this is turning out, a lot of z2 characters seem like fat midgets but this seems more accurate.

Scaling depends,Z2 characters look like that to me when i have HDBZ on full screen
But yeah,Yamcha looks fit.
Title: Re: Yamcha
Post by: The Sudden Rarity on December 10, 2016, 03:18:53 am
I really like how this is turning out, a lot of z2 characters seem like fat midgets but this seems more accurate.

Do you mean accurate towards the show, manga or what?  Or accurate to Z2, which Balthazar created?
Title: Re: Yamcha
Post by: LightScarecrow on December 10, 2016, 08:12:41 pm
The Saiyans are the one who looks like Midgets. Look at Freeza, Babidi, Piccolo, Gotenks, Buu and Tien. They all look nice.
Title: Re: Yamcha
Post by: Odb718 on December 10, 2016, 11:26:41 pm
Pretty sure this thread is about Yamcha. I think talking down about any project in another project's thread probably isn't wanted by the OP.
If you guys really feel the need to criticize another creator's work, do it in their thread. But we try to focus on critiques.
Title: Re: Yamcha
Post by: AiRiC on December 11, 2016, 04:12:18 pm
The Saiyans are the one who looks like Midgets. Look at Freeza, Babidi, Piccolo, Gotenks, Buu and Tien. They all look nice.
Correct...  them being scaled larger in my opinion would be great.... But now on topic I hope you give him a baseball super lol just watched Dragon ball super it really highlighted his skills in baseball.
Title: Re: Yamcha
Post by: AgentofDestiny on December 11, 2016, 04:36:33 pm
The Saiyans are the one who looks like Midgets. Look at Freeza, Babidi, Piccolo, Gotenks, Buu and Tien. They all look nice.
Correct...  them being scaled larger in my opinion would be great.... But now on topic I hope you give him a baseball super lol just watched Dragon ball super it really highlighted his skills in baseball.

Though to me they look fine,you should not forget the sprites are kind of old,especialy Goku's.

About Yamcha's baseball thingy,Yunpei Iori could work well as an inpiration

Title: Re: Yamcha
Post by: LightScarecrow on December 11, 2016, 08:55:30 pm
That could be a taunt similar to Dudley from 3s. As in, he can use it to do mind games. He throws the ball, if the enemy defends the ball he can attack low and gets and opening, if the enemy doesn't he is hit by the ball and can possibly be followed up with something. If he has no resources to get out or jumps out in time, he has this 50/50. That'd be intersting.
Title: Re: Yamcha
Post by: AgentofDestiny on December 11, 2016, 09:25:29 pm
That could be a taunt similar to Dudley from 3s. As in, he can use it to do mind games. He throws the ball, if the enemy defends the ball he can attack low and gets and opening, if the enemy doesn't he is hit by the ball and can possibly be followed up with something. If he has no resources to get out or jumps out in time, he has this 50/50. That'd be intersting.

If as a taunt he could have his pet/companion cat (i don't know his name) throw the ball and Yamcha hits  them with a bat,maybe with a directional button press the ball goes straight but lands near,straight but ful screen and anti air-ish.If only taunt button is pressed he misses the ball.He might look foolish and a failure (only taunt button pressed) but maybe he does that to confuse you,you never know  o_O
Title: Re: Yamcha
Post by: Staubhold on December 11, 2016, 09:41:29 pm
So...
Will he get a last round k.o./death animation pose like this?

Spoiler, click to toggle visibilty
:yaoming:

Love your work balmsold.
Title: Re: Yamcha
Post by: AgentofDestiny on December 11, 2016, 09:46:25 pm
So...
Will he get a last round k.o./death animation pose like this?

Spoiler, click to toggle visibilty
:yaoming:

Love your work balmsold.


Maybe.
And the whole thing as a time out perphaps.
But i would really like a win animation where he kicks an oncoming saibaman which then explodes in the background as a redeeming quality,yeah :)
Title: Re: Yamcha
Post by: xxxx on December 11, 2016, 11:37:40 pm
no , lol , I don't wanna add memey shit fam

(http://i.imgur.com/uaKXycd.png)
(http://i.imgur.com/OVwayKE.gif)

also sorry for the lack of content I've been a bit busy with some deadlines.
Title: Re: Yamcha
Post by: AgentofDestiny on December 12, 2016, 12:00:07 am
no , lol , I don't wanna add memey shit fam

(http://i.imgur.com/uaKXycd.png)
(http://i.imgur.com/OVwayKE.gif)

also sorry for the lack of content I've been a bit busy with some deadlines.

1.Come on,why not :)
Okay,i really don't mind.

2.I know i shouldn't judge but i don't think any spriter should sprite things at the same time otherwise they'll  feel
burned out or tired.

3.Nice sprite,but why the gethit animation first?
Come on,this is Yamcha we are talking about :p
Title: Re: Yamcha
Post by: Barker on December 12, 2016, 12:04:51 am
Sprites looking nice. Good luck man. :)

Get hits and movements should come first before attacks. That way you can make a punching bag in Mugen. Also, it's nice getting the boring stuff out of the way first!
Title: Re: Yamcha
Post by: hatter on December 12, 2016, 12:08:03 am
2.I know i shouldn't judge but i don't think any spriter should sprite things at the same time otherwise they'll  feel
burned out or tired.

^ Ever heard of multi-tasking?

Looking good balmpadre, can't wait to see how they'll look.
Title: Re: Yamcha
Post by: AgentofDestiny on December 12, 2016, 12:20:41 am
Ever heard of multi-tasking?

Alright and yeah i know about multitasking,it's just spriting (from what i've seen) is a loooong process
which can be tiring,at least for me (though in all fairness i haven't tried spriting because im terrible at drawing or arts in general)

Also,Balmsold you might discard this (which is fine)
but i'll mention it nonetheless.
Could you have atleast one attack with Yamcha's sword?
(love your Frank West <3 )

Get hits and movements should come first before attacks. That way you can make a punching bag in Mugen. Also, it's nice getting the boring stuff out of the way first!

Good to know,and lastly props to you
man for getting this good so far (since Buutenks)  :thumbsup: 
Title: Re: Yamcha
Post by: thanewdude07 on December 12, 2016, 12:24:06 am
Get hits and movements should come first before attacks. That way you can make a punching bag in Mugen. Also, it's nice getting the boring stuff out of the way first!

Exactly! Cause working on those are boring as hell! knock them out quick and get back to the cool stuff!
Title: Re: Yamcha
Post by: Saint on December 12, 2016, 12:36:06 am
he'll take his time im sure.  you have to make good "boring" stuff
Title: Re: Yamcha
Post by: Ryon on December 13, 2016, 11:31:17 am
At long last Yamcha is getting the justice he deserves!

I'm excited.
Title: Re: Yamcha
Post by: GOD984 on December 15, 2016, 03:25:10 pm
Dang! Those animations are looking good! My only suggestion (and this has been suggested before) is to make sure Yamcha comes off as a fast character in his normal animations.
Title: Re: Yamcha
Post by: xxxx on December 18, 2016, 06:19:55 am
yeah don't worry , yamcha will be a fast cunning character

ruiluis made some new animations , this is a winpose were he changes his clothes to more confy ones or others clothes he has wore, some may have variations.
(http://i.imgur.com/kmNhylD.gif)

Title: Re: Yamcha
Post by: AugustAPC on December 18, 2016, 07:03:57 am
Damn, he even does his hair.
Title: Re: Yamcha
Post by: lui on December 18, 2016, 08:57:45 am
i can see that being a contest submission thread in the near future
Title: Re: Yamcha
Post by: AgentofDestiny on December 18, 2016, 09:56:02 am
 
yamcha will be a fast cunning character
ruiluis made some new animations , this is a winpose were he changes his clothes to more confy ones or others clothes he has wore, some may have variations.
(http://i.imgur.com/kmNhylD.gif)

No shit :o i mean look at how fast he changed clothes....
Also,yeah this might be a good idea for the traditional z2 char graphic contest :thumbsup:
Title: Re: Yamcha
Post by: Noside on December 18, 2016, 07:37:06 pm
This is going so well! my character of the month points are reserved for Yamcha, I'm pretty sure it's gonna be a blast! :thumbsup:
Title: Re: Yamcha
Post by: xxxx on December 22, 2016, 07:01:55 am
a lil progress
(http://i.imgur.com/a3a5aIc.gif)

rui has some more anims incomig, I'll show them off once I got more to show myself
Title: Re: Yamcha
Post by: Odb718 on December 22, 2016, 07:50:07 am
Very cool. Looks floaty yet fast.
Title: Re: Yamcha
Post by: xxxx on December 23, 2016, 09:27:46 am
(http://i.imgur.com/BX6zLCe.gif)
 there you go, I just need to polish it a bit more and I'm gonna be done with it.
Title: Re: Yamcha
Post by: AugustAPC on December 23, 2016, 01:17:15 pm
Looking great, as usual. My only thought at the moment is you might want to go a little heavier with the darker shades on his muscle line work on some of your frames. From what I can tell, seems to be a staple of the Z2 style, having really sharply defined muscles.
Title: Re: Yamcha
Post by: AgentofDestiny on December 24, 2016, 12:03:13 am
Progress goes smoothly :)
Keep it up,i really can't wait to see what ideas you guys thought for his attacks (normals and specials as of yet).
Title: Re: Yamcha
Post by: xxxx on December 24, 2016, 12:46:47 am
I'll make the muscles a bit more defined, a reason I didn't want them to stick out too much is because it would look a bit busy on the sprite, but I'll see what I can do.

all his attacks and specials are all based on his moves from the anime, most of the games and with some ideas I took from a really cool fan comic.
Title: Re: Yamcha
Post by: AgentofDestiny on December 24, 2016, 01:34:49 am
and with some ideas I took from a really cool fan comic.

You mean the 3-chapter one where a DBZ loving High Schooler  awakens inside Yamcha's body?
If so,i've heard of it,does that have original moves?  :stunned:   I should read it  :D (since  i like Yamcha and it is positively recieved,or so i've heard)
Title: Re: Yamcha
Post by: xxxx on December 24, 2016, 03:15:17 am
no, dbz elsewhere
Title: Re: Yamcha
Post by: AgentofDestiny on December 24, 2016, 11:46:25 am
no, dbz elsewhere

Alright then,i'll just wait and see. 
(Would you mind to tell me where you saw that fan comic? Thank you in advance!!)
oh and Happy Holidays!!  :)
Title: Re: Yamcha
Post by: TheHateThatHateMade on December 24, 2016, 10:57:20 pm
I like Yamcha the way he is unlike most people. The lovable under achiever. People say that Z ruined him but i have to wonder if these people watched or ever really paid attention to Dragonball. The only real difference is his screen time. He was never meant to be a world destroyer, he was the awkward, shy, clumsy guy. Anywho, love what i'm seeing so far and having him in his more original attire is a cool way to have him stand out and not make him look like a shoto clone like a lot of the z fighters.
Title: Re: Yamcha
Post by: LightScarecrow on December 29, 2016, 05:49:01 pm
Yamcha is looking really nice. He was always my favorite human and I never understood the logic behind Krillin being stronger since Yamcha always seemed like a rival to Tien while Krillin was kinda under them.

Anyways, Yamcha's sword would be a nice addition. I wouldn't say that he should have many moves with it, maybe his fierce punch or something similar.

For the costume switch mentioned before, this could work like Gohan's costume intro where we can contribute :D
Title: Re: Yamcha
Post by: AlexSin on December 29, 2016, 05:54:37 pm
(http://i.imgur.com/kmNhylD.gif)
Maybe instead of him having short hair while changing, keep his hair long. It's a bit weird to see him with long hair, then short hair.
Title: Re: Yamcha
Post by: Byakko on December 29, 2016, 08:24:28 pm
Unless you add a few locks of hair falling / flying off (and disappearing fast enough) like he cut it super fast during the switch.
Title: Re: Yamcha
Post by: Barker on December 29, 2016, 08:28:27 pm
I think it's charming having his hair change. It allows for more variety.
Title: Re: Yamcha
Post by: xxxx on December 29, 2016, 08:51:58 pm
yeah, I was planning on adding string of hair falling to the ground
Title: Re: Yamcha
Post by: xxxx on January 02, 2017, 02:01:46 am
to make a more steady progress I'll be streaming the progress on yamcha for a couple of hours each day so you can take a look at my techniques or animations I may be working on the future, so yeh yamcha streams gaiz

https://picarto.tv/balmsold
Title: Re: Yamcha
Post by: LightScarecrow on January 02, 2017, 04:49:49 am
I wonder how Spirit Ball is gonna work. Will we control it? That'd be awesome and yet incredibly complicated to make work.
Yamcha seems like a awesome character with tons of possible moves and strategies. I can't wait!
Title: Re: Yamcha
Post by: AgentofDestiny on January 02, 2017, 11:59:45 am
As far as i watched,the stream was fun :thumbsup:

Also,LightScareCrow,can Yamcha do a Spirit Bomb? o_o
Isn't that yellow ki orb he controls manually in the air to attack his foe multiple times?
Title: Re: Yamcha
Post by: xxxx on January 02, 2017, 06:59:05 pm
his technique is the spirit ball/sokidan, he can't do the spirit bomb, tien neither, this might be that only a being with pure heart can be able to control it.
Title: Re: Yamcha
Post by: xxxx on January 03, 2017, 02:47:55 am

https://picarto.tv/balmsold

Title: Re: Yamcha
Post by: Jango on January 03, 2017, 03:07:06 am
his technique is the spirit ball/sokidan, he can't do the spirit bomb, tien neither, this might be that only a being with pure heart can be able to control it.

Although I guess "Pure Evil" counts.
Title: Re: Yamcha
Post by: xxxx on January 03, 2017, 04:54:28 am
well he did mention that he could, but it must work differently than how goku does it I believe
Title: Re: Yamcha
Post by: LightScarecrow on January 03, 2017, 05:52:06 am
Cell mentioned he could do the Spirit Bomb and the pure of heart thing, so I'd like to be offtopic and mention some things:
 
 - The ki used in the Tri Beam and the Spirit Bomb is not regular ki. It's something called genki, or Life Ki. As in, the ki people use to stay alive. That isn't the life span of a person, instead, what one needs to stay alive ( vital energy ). That's why these two attacks ( especially in their first uses ) seemed like way more powerful than the other attacks of the user ( Tri Beam to the Dodon Ray, Spirit Bomb to the Kamehameha ).

- Spirit Ball is a normal ki attack, as in it doesn't use genki. The difference is, Yamcha charges it more ( a heavy ki attack, similar to basically any ki technique ) and can control it with his hand motions ( something no other beam could do other than Piccolo's Chasing Beam which may or may not be canon ).

- The Spirit Bomb only HURTS the ones with evil heart. In fact, there is also a difference between Good, Evil and God Ki. This is explained in Guide Books and isn't relevant on the original manga other than the Spirit Bomb. That's why Gohan and Krillin weren't hurt, but Vegeta was. Krillin could be impure of heart, though, since he failed to ride the Nimbus as a child.

- There is no mention of the Spirit Bomb not being able to be USED by evil and that could be a myth since other similar mentions were disproven ( Super Saiyan requiring a pure and calm heart ). That doesn't change the fact that it requires being evil to have effect.

- Yamcha and Tien could, in theory, do the Spirit Bomb. Both have trained with King Kai and are good beings, even though they have commited sins in the past ( Yamcha being a bandit and his deeds in early DB, Tien being a trained killer and his potential sins under Tao ). There is no mention, however, of them ever learning the Spirit Bomb. The only thing that might hint they can use it is that it was mentioned by Toriyama that Yamcha and Tien can use the Kaioken. I find statements by author incredibly questionable since many tend to say shit that goes against facts and previous mentions by them ( Shigeru Miyamoto, I'm looking at you ).

- Pure Evil COULD count, actually. That would be something intersting to see from a villain ( I think Buu, actually ). A Dark Spirit Bomb, that reunites Dark Ki from the world and surrounding planets ( potentially the universe ). In fact, these Ki differences could be the reason why Vegeta uses the Galick Ho and not the Kamehameha, and why it is purple and not the typical blue/yellow. And this ALSO explains why his other techniques become Yellow and Blue later, since Vegeta became good. MIND. BLOWN.
Title: Re: Yamcha
Post by: AgentofDestiny on January 03, 2017, 05:24:29 pm
So Yamcha cannot do the Spirit Bomb.
It would be interesting if we could control manualy the Spirit Ball.
Title: Re: Yamcha
Post by: Thelegend27 on January 04, 2017, 03:59:27 am
Some cool moves i think of than you guys maybe can use.

At 0:21, maybe a combo finisher?


At 1:38, i think something like a air finisher.

Sorry for bad english ;) Your sprites are really amazing!
Title: Re: Yamcha
Post by: LightScarecrow on January 04, 2017, 11:02:37 pm
I believe he has something similar to 0:21 already, where Yamcha does a jump spinning attack.
About 1:38, there are  characters who have a dive kick, especially a multiple one. Gohan, Piccolo and Gokucome to mind. They all have similar dive kicks, except Goku's is a bit different, but Gohan's and Piccolo's are almost identical to the video.

I don't have any good suggestions, but Balm knows exactly what he's doing.
Title: Re: Yamcha
Post by: xxxx on January 05, 2017, 02:37:15 am
I wanted to add that dive kick  but then I saw that piccolo and gohan had it and I was like, well I need to do something different.

(http://i.imgur.com/9lMqBsp.gif)
Title: Re: Yamcha
Post by: HQ on January 05, 2017, 08:59:49 am
Great to see the animation finished! It looks splendid! Keep rocking at that pace and we have another character to add soon :)
Title: Re: Yamcha
Post by: AugustAPC on January 05, 2017, 11:43:18 pm
His muscles look noticeably more defined. Excellent work, dude.
Title: Re: Yamcha
Post by: Odb718 on January 06, 2017, 12:56:36 am
I wanted to add that dive kick  but then I saw that piccolo and gohan had it and I was like, well I need to do something different.
Dive kicks are always good. Especially for people with no far zoning moves, no projectiles, kind of characters.
I was thinking maybe dont have a multiple kick and copy the Akuma/Ryu Dive kick. But then you could switch it up to give it some flavor. You could have it bounce away on block, but when it hits, you could have it teleport behind P2 to continue the combo. Or slide through but I think the teleport would work and look better in mugen.
Title: Re: Yamcha
Post by: AugustAPC on January 06, 2017, 02:09:22 am
I don't know if you've settled on a mechanic for the Sokidan, but since Piccolo already has stationary projectiles, I was thinking perhaps you could give Yamcha limited control over the Sokidan once he throws it. It would travel like a normal blast, but holding up would arch it upward, down would arch it towards the ground, forward would speed it up and back would slow it down. You would only be able to do one motion, not control the blast manually. So if the command were QCF+P, you would do QCF+P then immediately hit the direction you wanted to manipulate the blast in. This would avoid leaving Yamcha in a frozen state while controlling the blast, which wouldn't be practical in a 2D fighter.
Additionally, you could have each strength of the attack cause the projectile's initial angle to change. So if LP shot the blast normally straight, MP could shoot it upward at a mild angle, and HP could shoot it even higher. So basically you could combine the initial angles, determined by the strength of the attack and your final directional input to create a large and diverse variety of paths the Sokidan could take without the need for complex controls.
Title: Re: Yamcha
Post by: AgentofDestiny on January 06, 2017, 02:18:05 am
 


It would be interesting if we could control manualy the Spirit Ball.

My thoughts exactly August,well kind of ;D

Title: Re: Yamcha
Post by: AugustAPC on January 06, 2017, 02:31:15 am
Yea, I figured that would be the general idea. I'm just suggesting a method to offer a significant amount of control over the Sokidan while still keeping it as a single input and avoiding over-complicated controls and leaving him in a frozen state.
Title: Re: Yamcha
Post by: AgentofDestiny on January 06, 2017, 02:47:32 am
Kind of like Hol Horse's shots in Jojo's Bizarre Adventure H.o.F.?

Title: Re: Yamcha
Post by: AugustAPC on January 06, 2017, 03:05:10 am
From what I can recall, yea. I don't have much experience with him in that game. I think what I'm suggesting is just a more diverse rendition of his shots.
Title: Re: Yamcha
Post by: AgentofDestiny on January 06, 2017, 03:09:53 am
Here,does this preserve your suggestion?  even a bit?

https://sendvid.com/v4nx6fcn
video made by me

If so,Yamcha's coder might need to make a bit long code for all posibilities/angles
Title: Re: Yamcha
Post by: AugustAPC on January 06, 2017, 03:21:10 am
Oh, wow. I didn't realize he could angle his shots in so many ways and at multiple points.

My suggestion is a bit more concise. You would have two chances to determine the direction of the Sokidan. Once with the strength of the attack, which will determine the initial angle and then with your following direction you hold during the start-up of the attack. I also, personally, wouldn't want to projectiles to change directions as sharply as they do with Hol.

Let me see if I can rough out a little diagram, maybe that will help clarify.

EDIT: Excuse the roughness of this.
(http://oi68.tinypic.com/k21b9c.jpg)

Holding forward/back instead of up/down would see the projectile stay on its standard course, but increase or decrease its speed, respectively.
Obviously the degrees and points of change can be altered. But hopefully that illustrates the idea well enough.

All in all that leaves 15 possible paths/speeds for the projectile to take (before the EX version), without requiring the move to have multiple inputs.
Title: Re: Yamcha
Post by: xxxx on January 06, 2017, 10:12:58 am
huh, these are some pretty good ideas, tbh I never thought of how to make the sokidan work more than just a super, but hey we'll take these into consideration, I like these ideas alot.
Title: Re: Yamcha
Post by: AgentofDestiny on January 06, 2017, 11:11:36 am
@AugustAPC:

The illustration and the suggestion of yours is solid enough.
But that might be hard on balancing or  having Yamcha protected unless it's shot at high speed.
The combos might be super complex with this one  :thumbsup:
Maybe you can do a complex route of 4 steps at most,like zig zag from top to bottom (HP to LP)
but that's just me.
Title: Re: Yamcha
Post by: Iced on January 06, 2017, 12:26:10 pm
Oh, wow. I didn't realize he could angle his shots in so many ways and at multiple points.

My suggestion is a bit more concise. You would have two chances to determine the direction of the Sokidan. Once with the strength of the attack, which will determine the initial angle and then with your following direction you hold during the start-up of the attack. I also, personally, wouldn't want to projectiles to change directions as sharply as they do with Hol.

Let me see if I can rough out a little diagram, maybe that will help clarify.

EDIT: Excuse the roughness of this.
(http://oi68.tinypic.com/k21b9c.jpg)

Holding forward/back instead of up/down would see the projectile stay on its standard course, but increase or decrease its speed, respectively.
Obviously the degrees and points of change can be altered. But hopefully that illustrates the idea well enough.

All in all that leaves 15 possible paths/speeds for the projectile to take (before the EX version), without requiring the move to have multiple inputs.

thats way too much space to be useable, specially on a fast paced fight.you would probably do better with the division of paths happening sooner in the pathline.

Its easier to ( and this is what I gave balmsold ages ago, dunno if hes going to use it or ignore it) a shooting motion, the basic fireball stops a second in front of his hand and then rapidy inputting directions defines how fast the tiny basic fireball will move on the next seconds before exiting the screen. Hol horse had that for his basic bullet shot , it was low damaging but enabled him to perform some really cool motions.

The normal version would be more interesting combo wise imo if it did specific trajectories but allowed yamcha freedom to move, enabling him to use it to setup attacks. ( for instance right left right left right and exit) racking up 5 hits on a pre set course

For sokidan itself ( the hyper) my preferred format was that each button sent it in a direction ( like yours) but when hitting it created a mini cinematic where the fireball moved around on itself racking up hits , but only after contact.
Title: Re: Yamcha
Post by: AugustAPC on January 06, 2017, 12:31:07 pm
The illustration and the suggestion of yours is solid enough.
But that might be hard on balancing or  having Yamcha protected unless it's shot at high speed.
The combos might be super complex with this one  :thumbsup:
Maybe you can do a complex route of 4 steps at most,like zig zag from top to bottom (HP to LP)
but that's just me.

I imagine it would work like a basic hadoken. Again, since you input the direction immediately after you do the motion, during the startup of the attack, it could have just as little recovery as any standard fireball. Wouldn't leave Yamcha any more exposed than any other projectile.
NRS is a good place to look for this mechanic, as they have several projectiles and zoning utilities that are altered by additional direction presses after pressing the punch/kick.
https://youtu.be/nUhU9JGhFug?t=28s
Raven, in this video, for example, changes the distance in which she summons her pillars by holding different directions. It doesn't add any additional recovery. It's really just one motion QFC+P+F.
These moves do lead to really cool combo potential. Sometimes you can combo them into each other if you place them correctly in a juggle state. An idea might be if Yamcha landed an upward angled Sokidan on an airborne opponent, putting them in a falling juggle state, then followed it up with a straight Sokidan with increased speed so it caught the falling opponent. Or maybe he could even fit a middle-angled Sokidan in between.

thats way too much space to be useable, specially on a fast paced fight.you would probably do better with the division of paths happening sooner in the pathline.

Yea, that diagram was never intended to be accurate as to what I would want the divisions to be, just to illustrate the idea. I would actually prefer to blasts to curve early rather than just change angles immediately.

Its easier to ( and this is what I gave balmsold ages ago, dunno if hes going to use it or ignore it) a shooting motion, the basic fireball stops a second in front of his hand and then rapidy inputting directions defines how fast the tiny basic fireball will move on the next seconds before exiting the screen. Hol horse had that for his basic bullet shot , it was low damaging but enabled him to perform some really cool motions.

Easier in what regard? Coding or execution? From what I understand, you're suggesting something like Makoto from Blazblue, where she can place a stationary projectile and then launch it with a separate command.
I find this actually a LOT harder to use, especially in zoning, than keeping it one, concise motion. I can't stress enough that performing this is literally no harder nor does it require anymore startup or recovery than any standard projectile, if one can emulate the mechanics found in Injustice/Mortal Kombat.

For sokidan itself ( the hyper) my preferred format was that each button sent it in a direction ( like yours) but when hitting it created a mini cinematic where the fireball moved around on itself racking up hits , but only after contact.

Yea, if it does become a hyper, that's probably exactly how I'd imagine it as well. I'm just really spitballing an idea. I played a LOT of Raven in Injustice, not only because she's my favorite character of all time, from any form of media, but I found myself really enjoying her zoning which incorporated the distance altering mechanic.  It just struck me that this could potentially work for Yamcha, so I threw it out there.

I feel like I may have over-explained it at this point, lol, but it seemed like there may have been a little confusion lingering. Anyway! I'm pretty sure it's fully spelled out, now. If it's something Balm is interested in, that's great. If not, I'm sure the end result will be just as good.
Title: Re: Yamcha
Post by: AgentofDestiny on January 06, 2017, 12:34:10 pm
@Iced:

Hol's shots are indeed cool and easy to do
But SB might be done like that,i understand it's
it's gameplay value,but personally i like it
as manual.

But i don't think the Spirit Ball is as fast as bullet
A small nitpick yes but im speaking dragonball-wise

EDIT:
Raven, in this video, for example, changes the distance in which she summons her pillars by holding different directions. It doesn't add any additional recovery. It's really just one motion QFC+P+F.
These moves do lead to really cool combo potential. Sometimes you can combo them into each other if you place them correctly in a juggle state. An idea might be if Yamcha landed an upward angled Sokidan on an airborne opponent, putting them in a falling juggle state, then followed it up with a straight Sokidan with increased speed so it caught the falling opponent. Or maybe he could even fit a middle-angled Sokidan in between.


That settles it people,if Balm allows this,Yamcha becomes my favourite Z2 character.
Title: Re: Yamcha
Post by: Smurfyeah on January 06, 2017, 12:44:37 pm
I wanted to add that dive kick  but then I saw that piccolo and gohan had it and I was like, well I need to do something different.


What about Taokaka's (Blaze Blue) diving claw attacks?
Title: Re: Yamcha
Post by: Iced on January 06, 2017, 12:50:09 pm
Quote
Hol's shots are indeed cool and easy to do

But i don't think the Spirit Ball is as fast as bullet
A small nitpick yes but im speaking dragonball-wise

I adapt based on gameplay preferably  not on the show, the show is just my basis for working the gameplay into. That specific move while homing wouldnt be called a spirit ball as much as it would be called "Tracer fire" or something. it would draw thematically from the sokidan while leaving sokidan still open as a lv1 that can be more impactful.
(http://i.imgur.com/6827Pog.png)
Title: Re: Yamcha
Post by: AgentofDestiny on January 06, 2017, 12:53:03 pm
What about Taokaka's (Blaze Blue) diving claw attacks?

@Smurfyeah:

Clever,makes it look unique.
But i think Yamcha has a lot of "claw" attacks planned already
but i'm not inside Balm's computer and head so i don't know.

Also,how is Chichi doing ad her.......staff?  (heh)
I really want to hear more about her.
Answer if you want only.

I adapt based on gameplay preferably  not on the show, the show is just my basis for working the gameplay into. That specific move while homing wouldnt be called a spirit ball as much as it would be called "Tracer fire" or something. it would draw thematically from the sokidan while leaving sokidan still open as a lv1 that can be more impactful.

(http://vignette1.wikia.nocookie.net/dragonball/images/f/f1/YamchaSpiritBall.png/revision/latest?cb=20100218190458)
I was speaking about this move but yeah spirit ball as lvl1 and super spirit ball as lvl2 super is good enough.



Title: Re: Yamcha
Post by: AugustAPC on January 06, 2017, 01:01:15 pm
The hyper could always be SHIN Sokidan. "Shin" makes everything cooler.

(I'll also echo the sentiment about Chichi. Waiting on her sprite project thread!) *HINT HINT*
Title: Re: Yamcha
Post by: Iced on January 06, 2017, 01:05:54 pm
Guys be a little more respectful for Balmsold, if you want to talk about chichi go to the thread for chichi and ask there. Dont cross contaminate threads dudes.

Also Im sure smurfyeah will appreciate the posts.
Title: Re: Yamcha
Post by: AgentofDestiny on January 06, 2017, 01:12:05 pm
Actually,there is no thread for Smurfyeah's Chichi as far as i know :/

And sorry,this is intended as the last Chichi post here.

Back to Yamcha,say the move is implemented as this,would or should
ki blasts destroy the spirit ball,gameplay-wise. in db im sure they wouldn't
Title: Re: Yamcha
Post by: xxxx on January 06, 2017, 04:00:38 pm
don't worry guys, I always have in consideration all these suggestions, I'm gonna draw these and some others I have in mind that could work just as good.
Title: Re: Yamcha
Post by: xxxx on January 06, 2017, 05:20:48 pm
sorry for double post, here it is version 1 is supposed to cast the sokidan like a normal ki blast  that can later on be used to expand the combos, should hit around 3 times and then explode, since its not a big one it shouldn't deal that much damage.
I'm not sure about it , but I was planning on giving yamcha some kind of double sokidan "ni sokidan" which he controls and deals more damage and act differently from one another , of course if yamcha is attacked these should dissapear.

(http://i.imgur.com/Sq9oRjC.png)
Title: Re: Yamcha
Post by: AgentofDestiny on January 06, 2017, 07:48:13 pm
I was planning on giving yamcha some kind of double sokidan.

I thought you said you didn't think about any of that...
why are you saying you were planning?

Naah i'm just messing with you :P

But that seems nice enough,plus i think the three motions should be controlled via command/input
Title: Re: Yamcha
Post by: xxxx on January 06, 2017, 08:09:45 pm
I said I was planning, not that I knew how to make it work out :p
Title: Re: Yamcha
Post by: AgentofDestiny on January 07, 2017, 12:44:30 am
Haha,really? you responded? xD

Anyway,the concept has come come both as unique and interesting.

You and your possible viewers,have fun at your stream,if you do one today of course. ;)
You make them pretty late (for me) so i can't watch them from start to finish.
(But i don't fault you over that.)
Title: Re: Yamcha
Post by: Smurfyeah on January 07, 2017, 04:52:13 am
Sokidan being controlled manually in this fast paced game might hinder his offense. Yamcha would havet to stand still  a pitt too long. Though, I could be wrong.
Sokidan function similar to Viola's Orb (Soul Calibur 5). I mentioned her to you before. Basically, she uses it as a way to extend combos while making certain attacks with long recoveries safe(r). It could act as a follow up attack after his unique and Specials. It could even become his Z mode special skill (if you haven't thought of one yet) that could allow the player to play more aggressive. Also giving you a way to charge his Z gauge via Sokidan attacks.

Something similar Ruby Heart's (Marvel vs Capcom 2) Sublimation, huge water column, could start up after Yamcha crashes the Sokidan into the ground. 

Pretty sure Yamcha has never done a Double Sokidan but it is interesting. Rose's (Street Fighter) Soul Satellite comes to mind.
Some characters with similar Sokidan attacks:
Athena (KOF 14) "Psycho Ball"
Nakaruru's (KOF14) "Manahaha", Her Pet Hawk, attacks
Spiral (Marvel Vs Capcom) "Dancing Swords" *could work for the Double Sokidans
Millia Rage (Guilty Gear) "Secret Garden"

Title: Re: Yamcha
Post by: Jango on January 07, 2017, 05:26:21 am
Yeah, no one has ever done a double version. In fact, the only variations on the attack were either Yamcha tag-teaming with someone, or performed by someone else. Plus I think it's safe to say that Yamcha isn't anywhere near disciplined enough to control two.

It might be cool and in-character for him to fire off one sokidan that pummels the opponent, and while that's happening he throws a different ki blast
Title: Re: Yamcha
Post by: xxxx on January 07, 2017, 10:22:41 am
Sokidan being controlled manually in this fast paced game might hinder his offense. Yamcha would havet to stand still  a pitt too long. Though, I could be wrong.
Sokidan function similar to Viola's Orb (Soul Calibur 5). I mentioned her to you before. Basically, she uses it as a way to extend combos while making certain attacks with long recoveries safe(r). It could act as a follow up attack after his unique and Specials. It could even become his Z mode special skill (if you haven't thought of one yet) that could allow the player to play more aggressive. Also giving you a way to charge his Z gauge via Sokidan attacks.

Something similar Ruby Heart's (Marvel vs Capcom 2) Sublimation, huge water column, could start up after Yamcha crashes the Sokidan into the ground. 

Pretty sure Yamcha has never done a Double Sokidan but it is interesting. Rose's (Street Fighter) Soul Satellite comes to mind.
Some characters with similar Sokidan attacks:
Athena (KOF 14) "Psycho Ball"
Nakaruru's (KOF14) "Manahaha", Her Pet Hawk, attacks
Spiral (Marvel Vs Capcom) "Dancing Swords" *could work for the Double Sokidans
Millia Rage (Guilty Gear) "Secret Garden"



the version 1 of this was based with viola's orb in mind, the double sokidan should be the same but charged, but its all just extra ideas for now I have to fiddle with the idea or just throw it at the trash dunno.

Yeah, no one has ever done a double version. In fact, the only variations on the attack were either Yamcha tag-teaming with someone, or performed by someone else. Plus I think it's safe to say that Yamcha isn't anywhere near disciplined enough to control two.

It might be cool and in-character for him to fire off one sokidan that pummels the opponent, and while that's happening he throws a different ki blast

you're talking about the guy that learnt how to do a kamehameha on his own without roshi's help and made his own special move on his own, he is a pretty talented fella if you ask me,about him not being disciplined enough is weird due that the guy trained with gods most of his life span, that toriyama's brain got dry writing later sagas is another thing, out of the bunch, he could be one of the most creative ones but as I said that this wasn't explored is toriyama's fault.
Title: Re: Yamcha
Post by: AgentofDestiny on January 07, 2017, 12:00:57 pm
He does Spirit Ball and a Super Spirit Ball,not a double or at the same time.

Also,if you take Smurfyeah's suggestion by heart,how will you make his  Emo Mode  (Z2 special mode)
play out? Kaioken or Spirit Ball ? (actually "Spirit Mode" sounds cool :D )

Or Sokidan Mode for all i care,i keep English ones if they sound cool enough ;)
Title: Re: Yamcha
Post by: xxxx on January 07, 2017, 02:50:47 pm
I was thinking of a double sokidan alongside a few other moves as part of what I can come up with him, since bandai namco in other games have given him quite a good original arsenal already and I thought, why not add some myself.
Title: Re: Yamcha
Post by: Smurfyeah on January 07, 2017, 04:26:33 pm
If you're going the Viola route, I use her a lot and these moves should work well for you. The idea is to have these as Rekkas unlocked as Yamcha's Z Mode. Think Karin's V-Trigger (Street Fighter 5) Many of these attacks share similar, if not the same, animations.

'Spoiler' Numbers are times spots in the vid.


Spoiler, click to toggle visibilty

Title: Re: Yamcha
Post by: AgentofDestiny on January 07, 2017, 05:16:29 pm
Zek8,that guy is a serious fighting game collector  :)
I enjoy his videos

As for Viola,i used her a few times too,so she is a good alternative for an Emo System idea

But i really liked August's suggestion too,the action is unpredictable (manualy moving the S. ball)
I would hate to be in your position now Balmsold,so many good ideas yet one to choose.  (.......or ignore them all and create your own)
Title: Re: Yamcha
Post by: AugustAPC on January 07, 2017, 05:35:54 pm
I guess primarily he should decide if he wants the Sokidan to be a zoning utility, a combo extender or only a hyper move. Yamcha's other moves should definitely be considered, to see what areas he might be lacking in. The Viola mechanic would be interesting in a 2D game, though. I'm not sure the context would work well with Sokidan being a ki blast. Does Viola's orb actually have a hit-box while it's neutral or can you just walk through it? The Sokidan being intangible in neutral would seem a little odd. If it does explode when touched, it seems like would be fairly similar to Piccolo's Trap Blasts, but with more mix-up potential.
Title: Re: Yamcha
Post by: Smurfyeah on January 07, 2017, 06:02:36 pm
Does Viola's orb actually have a hit-box while it's neutral or can you just walk through it?

Viola's orb doesn't have a hit bots when it is set. For this reason, I'm thinking the Sokidan wouldn't remain out on the screen.  It's basically a rekka Or string of attacks. So, if Yamcha doesn't finish the commands or is hit by the opponent, the Sokidan would go away.  This way it wouldn't act like Piccolo's Traps at all.

Title: Re: Yamcha
Post by: AugustAPC on January 07, 2017, 07:12:29 pm
Ah, so you're suggesting it doesn't act as a projectile at all then, just basically a flashy rekka animation with a little more visual ambiguity for mixups?

That would definitely be interesting, but I do feel like Yamcha's rekkas are begging for some feral slashes and swipes, though I suppose both could be incorporated into the strings.
Title: Re: Yamcha
Post by: Smurfyeah on January 07, 2017, 07:28:35 pm
That would definitely be interesting, but I do feel like Yamcha's rekkas are begging for some feral slashes and swipes, though I suppose both could be incorporated into the strings.

The idea is taking Karin from street fighter V. She has a few links/Rekkas. Then when she activates V-trigger, the existing Rekkas get powered up and she also gains new ones. in Yamcha's case Sokidan Rekkas.

So something like Leo from Guilty Gear Xrd. Who is essentially Wolverine and Karin mixed as one character. You would just replace his blades with claw/slashing attacks. Z-Mode would just make his Rekkas give Yamcha a bit more range. The Sokidan would give him more knockdowns allowing Yamcha to move in closer and approach with his clawing Rekkas.

Again this is all up to Balmsold.
 
Title: Re: Yamcha
Post by: AgentofDestiny on January 07, 2017, 08:06:21 pm
I think we all should file the suggestions and put them under the desk for a while.
Let Balmsold  do the basic attacks/motions first then we can all worry  about the more
complicated ones later.
Title: Re: Yamcha
Post by: xxxx on January 07, 2017, 09:15:18 pm
I think we can use the 3 variations of the sokidan (zoning , a la viola, hyper) in different modes.
for example normal mode we'll have it as a chargeable hyper, in feral mode it will work like hol horse and like viola in the ex version or as a command input, of course you can't do both after the other, it should have a kind of a cool down period so it doesn't become broken.
Title: Re: Yamcha
Post by: AugustAPC on January 07, 2017, 10:30:26 pm
The idea is taking Karin from street fighter V. She has a few links/Rekkas. Then when she activates V-trigger, the existing Rekkas get powered up and she also gains new ones. in Yamcha's case Sokidan Rekkas.

So something like Leo from Guilty Gear Xrd. Who is essentially Wolverine and Karin mixed as one character. You would just replace his blades with claw/slashing attacks. Z-Mode would just make his Rekkas give Yamcha a bit more range. The Sokidan would give him more knockdowns allowing Yamcha to move in closer and approach with his clawing Rekkas.

Again this is all up to Balmsold.

I follow you now. It's a cool idea. There's really so many things that can be done with this technique. One of the reasons fighting games are so great, IMO, so much creativity to be explored.

Who knows, like Balmsold said, perhaps multiple moves can take advantage of the technique. Guess we'll just have to wait and see.

Title: Re: Yamcha
Post by: AgentofDestiny on January 08, 2017, 02:44:29 am
You really wanted to continue,huh? xD

Indeed the technique can be done with different systems/ideas per version/input
and everybody is happy plus it varies greatly in gameplay style  :D

@Balmsold:
I have a question ,Can the Spirit Ball stay on standby? Pretty much like Quattuor Orbis (Viola's Crystal Ball) does when Viola doesn't use it.

If so,you might like to take some elements from Ken (Boy) & Kuromaru (Dog) core in/out system.
A video with combos and the system in action.

A very small suggestion of mine,nothing  more.
Title: Re: Yamcha
Post by: Smurfyeah on January 08, 2017, 04:43:59 am
@Balmsold:
I have a question ,Can the Spirit Ball stay on standby? Pretty much like Quattuor Orbis (Viola's Crystal Ball) does when Viola doesn't use it.

As far as the show's canon, Spirit Ball can only hover while Yamcha is guiding it, not sure if it can remain idle while Yamcha's been hit. Your suggestion seems more like a Puar thing. Which works with this DB-ish version of Yamcha. Could have Puar turn into objects. Or drop bombs like he did in DB advance adventures. Even if Balmsold doesn't use this style he can just have Puar follow Yamcha around like Serverbot does for Tron Bonne.

Title: Re: Yamcha
Post by: AgentofDestiny on January 08, 2017, 01:34:54 pm
As far as the show's canon, Spirit Ball can only hover while Yamcha is guiding it, not sure if it can remain idle while Yamcha's been hit. Your suggestion seems more like a Puar thing. Which works with this DB-ish version of Yamcha. Could have Puar turn into objects. Or drop bombs like he did in DB advance adventures. Even if Balmsold doesn't use this style he can just have Puar follow Yamcha around like Serverbot does for Tron Bonne.

Wasn't Puar his cat friend or something? Maybe yes.
Im 99% sure he won't use it since that gimmick will be on Tien,though as plans go for now
Chiaotzu will probably attack rarely,on specific conditions.So i don't know if it should be used here........
Title: Re: Yamcha
Post by: xxxx on January 13, 2017, 08:17:19 pm
(http://i.imgur.com/Mr0vcaA.png)

guards, also , lets leave the sokidan talk for later on, I think I already have a grasp of how it should work
Title: Re: Yamcha
Post by: AgentofDestiny on January 14, 2017, 02:32:11 am
Maybe shame on me,but the standing and airborne guard look a bit goofy to me.
Though i understand youwant to emphasize on his "claws"
Maybe make his arms form an X shape?...
Title: Re: Yamcha
Post by: xxxx on January 14, 2017, 08:05:33 am
maybe I could edit it a bit for the aerial version, we'll see
Title: Re: Yamcha
Post by: LightScarecrow on January 14, 2017, 12:24:06 pm
I couldn't find a sheet, so this may be kinda useless, but check the Yamcha sprites for Attack of the Saiyans for the DS. A LOT of material could be based on that, since it's a really cool game.

Video as example:

( Also, canon af )
Title: Re: Yamcha
Post by: Smurfyeah on January 14, 2017, 01:09:02 pm
Yamcha doesn't look like he's bracing for impact. However, what you have is very similar to Adon's (Street Fighter) block.
Spoiler, click to toggle visibilty
Title: Re: Yamcha
Post by: AgentofDestiny on January 14, 2017, 01:33:27 pm
An Adon's lookalike could work i guess.
Plus,it is close to what i imagined when i last posted.
And refferences (partialy) Street Fighter ;)
Title: Re: Yamcha
Post by: xxxx on January 14, 2017, 07:00:34 pm
that guard was based on attack of the saiyans, I already got alot of material from that.
Title: Re: Yamcha
Post by: Odb718 on January 15, 2017, 09:15:23 pm
I think the poses are solid. I think most people arent used to seeing a character that blocks with their leg.
One suggestion I'd make is these poses are good for the first frame, but I think the left shin/ankle/foot should be turned inward.
When the block impact happens I think the elbow and knee should come closer.
Title: Re: Yamcha
Post by: TheHateThatHateMade on January 16, 2017, 03:02:38 am
I think the poses are solid. I think most people arent used to seeing a character that blocks with their leg.
One suggestion I'd make is these poses are good for the first frame, but I think the left shin/ankle/foot should be turned inward.
When the block impact happens I think the elbow and knee should come closer.

It's not that, it just looks like he's doing some weird pose. I agree with the previous poster than something should at least be done with the arms. Adon, actually looks like he's protecting himself. Yamcha looks like......well Yamcha.
Title: Re: Yamcha
Post by: D. HoChoy on January 16, 2017, 03:15:45 am
Nice sprites. They're fucking gorgeous.
Title: Re: Yamcha
Post by: xxxx on January 16, 2017, 07:27:31 am
how should I improve it then? I could make it look closer to Adon but any other suggestions?
Title: Re: Yamcha
Post by: lui on January 16, 2017, 07:28:49 am
it looks fine to me, it's a guard and it does its intended job well, I personally don't see much wrong with it
Title: Re: Yamcha
Post by: Djoul on January 16, 2017, 08:01:27 am
Me too ! It's fine to me. Keep up the good work !
Title: Re: Yamcha
Post by: Jango on January 16, 2017, 06:42:54 pm
I guess you could probably just pull the leg in closer to his body. And I guess maybe put the arm on the right (my right) a little closer to the body and leg to make it block mkre.
Title: Re: Yamcha
Post by: AgentofDestiny on January 16, 2017, 09:58:36 pm
It just looks like that Yamcha would take a direct hit to the face.
It just doesn't look like he's protecting himself,on the upper body atleast.

I'll think of something to suggest later maybe.
Title: Re: Yamcha
Post by: LightScarecrow on January 20, 2017, 06:20:51 pm
Considering 2d view angle, I say the pose itself is ok. He lifted his leg for defense and his arm is trying to cover up his face, but it seems way too far off.
I say edit the arm closer. No need to make it MUCH different considering perspective.
Title: Re: Yamcha
Post by: Smurfyeah on January 20, 2017, 09:08:53 pm
that guard was based on attack of the saiyans, I already got alot of material from that.

Ah I just looked the pose up from that game. If you still want to use the 'Attack of the Saiyans' pose, just lower the rear arm. Yamcha's hand should be just as high has his nose/ear. His head would need to tilt forward down very slightly.  The supporting foot would need to bend more (standing block) to show that weight is being put on it. Sorry for getting back to you so late. 

Also, I was playing MVC2 earlier and noticed that Yamcha could work very similar to Jill Valentine. Here is a move concept based on Jill's Summon Zombie/Animal Special Move.

Spoiler, click to toggle visibilty

Wolf Fang Fist could be utilized just like Jill Valentine's Hyper Shoulder Dash.     

Jill's Rocket Launcher, could be used for Yamcha as a 'Ranged' Super. 
Title: Re: Yamcha
Post by: xxxx on January 22, 2017, 03:04:23 am
huh thats very interesting, but I was rather interested on making puar work somewhat like koichi's echoes on eyes of heaven, but I'll keep those ideas in mind.
minus the saibaman thing, that has been done alot already.
also, sorry for the lack of updates I was on vacations.
(http://i.imgur.com/oq5jYPX.png)
Title: Re: Yamcha
Post by: MegaSobi on January 22, 2017, 10:31:53 am
That looks a lot more conducive to actually defending a punch. I would've suggested the defensive pose from Super DBZ, or what you had before, but with what you did here, what with Yamcha turning his body to show that he's bracing for impact. This one does the job well though.
Title: Re: Yamcha
Post by: Odb718 on January 22, 2017, 10:35:26 am
Man, Standing guard is nice.
As I see more sprites I like the palette more and more too.
Title: Re: Yamcha
Post by: AugustAPC on January 24, 2017, 05:57:48 am
Looks excellent, dude.
Title: Re: Yamcha
Post by: LightScarecrow on January 28, 2017, 08:45:06 pm
Looking good, can't wait to play with him.
Title: Re: Yamcha
Post by: xxxx on January 29, 2017, 12:40:42 am
streaming more of yamcha, I'll be showcasing some of the new animations rui has been working on
 https://picarto.tv/balmsold
Title: Re: Yamcha
Post by: xxxx on February 09, 2017, 09:22:42 am
(http://i.imgur.com/ZXYAXAo.gif)
(http://i.imgur.com/JYw4NhH.gif)

I guess I can show off more sprites like this
Title: Re: Yamcha
Post by: AgentofDestiny on February 09, 2017, 11:48:22 am
Nice,on the upper two sprites/anim.   there's a small pece of hair on top of Yamcha's upper hair that the lower anim. (or generally Yamcha) does not have.
Is this a forgotten error or something intentional?
Title: Re: Yamcha
Post by: Odb718 on February 09, 2017, 11:58:04 am
Oh that's going all the way to release!
But seriously, good lookin stuff balmsold!
I just came across this today http://hi.cs.waseda.ac.jp/~esimo/ja/research/sketch/ (http://hi.cs.waseda.ac.jp/~esimo/ja/research/sketch/)
Translated to English (https://translate.googleusercontent.com/translate_c?depth=1&hl=en&ie=UTF8&prev=_t&rurl=translate.google.com&sl=ja&sp=nmt4&tl=en&u=http://hi.cs.waseda.ac.jp/~esimo/ja/research/sketch/&usg=ALkJrhhNwZjITVOYt-4PP9n_7OmvoESqMQ)
I was wondering if it'd help you out with your sketches. I'm not sure how many you do at a time or if it'd make things easier. Just pointing it out.
Title: Re: Yamcha
Post by: xxxx on February 09, 2017, 07:24:41 pm
agent of destiny, its intentional
odb718, I could try that out, but with my method I already get pretty solid results, thanks anyway :)
Title: Re: Yamcha
Post by: LightScarecrow on February 09, 2017, 10:47:49 pm
That getting hit animation reminds me of Android 17 and Piccolo trading blows and just screwing physics. May not been what you did, but I remember their spine just flying out and back like it was made of rubber.. Or something.
(http://vignette2.wikia.nocookie.net/dragonball/images/e/e4/NWPFK!.jpg/revision/latest?cb=20150718014801&path-prefix=pt-br)
Title: Re: Yamcha
Post by: PlasmoidThunder on February 09, 2017, 10:49:22 pm
You'll find that effect is common with the other Z2 characters as well.
Title: Re: Yamcha
Post by: xxxx on February 13, 2017, 08:51:38 am
(http://i.imgur.com/el6tl8e.gif)
getting there

btw, I'm open for commissions if anyone is interested
Title: Re: Yamcha
Post by: AgentofDestiny on February 13, 2017, 10:27:22 am
Nice animation. I wonder how many animations are currently done for Yamcha. (fully i mean,not as WIPs)
What kind of comissions do you accept?   Single sprites or full animations?
Title: Re: Yamcha
Post by: xxxx on March 19, 2017, 02:37:13 am
(http://i.imgur.com/z26y9Ri.gif)
(http://i.imgur.com/Y75B2pJ.gif)
(http://i.imgur.com/IZw7YfJ.gif)

sorry for the lack of updates hopefully once I'm done with the lineart I'll start showing off more cool stuff.
Title: Re: Yamcha
Post by: AgentofDestiny on March 19, 2017, 02:42:25 am
If these are normals then they don't need to move forward,
but if command moves or moves with forward-mk for example then fine.

Other than that,great stuff!!
Title: Re: Yamcha
Post by: Smurfyeah on March 19, 2017, 02:53:28 am
If these are normals then they don't need to move forward,
but if command moves or moves with forward-mk for example then fine.

Other than that,great stuff!!

Er....Almost Everyone in HDBZ has at least one Standing Normal that moves them forward. It happens in most fighting games.
Title: Re: Yamcha
Post by: Odb718 on March 19, 2017, 08:40:51 am
I'd REALLY like to see those two forward step attacks, side step fireballs/projectiles.
Title: Re: Yamcha
Post by: Djoul on March 19, 2017, 09:01:40 am
Very nice! I guess the first animation will be punishable on block :)
Title: Re: Yamcha
Post by: Momotaro on March 26, 2017, 11:06:52 am
Impressive work and progress!!
Keep it up! This is truely awesome!

(http://i.imgur.com/ZXYAXAo.gif)

BTW : did you used a reference for the fall anim? SF3 or similar? I'm curious to see the references.
Thanks
Title: Re: Yamcha
Post by: xxxx on March 28, 2017, 10:31:08 pm
we used gohan and ruiluis came out with his own stuff

(http://i.imgur.com/MdAXo5i.gif)
Title: Re: Yamcha
Post by: AgentofDestiny on March 28, 2017, 11:00:04 pm
Yamcha seems to go all out there.
Top that off in his finishers,i dare you :mlol:
Title: Re: Yamcha
Post by: Odb718 on March 29, 2017, 07:00:21 am
(http://i.imgur.com/vncZ8J3.gif)
Title: Re: Yamcha
Post by: Jango on March 29, 2017, 07:36:11 am
(http://i.imgur.com/MdAXo5i.gif)
That looks excessive even as far as finishers go. The crouching stuff and everything after the first standing kick could probably be scrapped and you'd still have a lengthy super with that alone.
Title: Re: Yamcha
Post by: black dragon on March 29, 2017, 07:47:37 am
awesome work I'm a big fan of yamcha
Title: Re: Yamcha
Post by: xxxx on March 29, 2017, 09:01:24 am
I forgot to say its based of one of his supers on dbz attack of the saiyans for the DS the neo wolf fang fist, don't worry theres alot thats reused there as far as animations goes.
Title: Re: Yamcha
Post by: Odb718 on March 29, 2017, 08:28:07 pm
That looks excessive even as far as finishers go. The crouching stuff and everything after the first standing kick could probably be scrapped and you'd still have a lengthy super with that alone.
Meh, it's just a bit more than some Chun Li ultras. I like it a lot.
Title: Re: Yamcha
Post by: Smurfyeah on March 29, 2017, 08:34:46 pm
That looks excessive even as far as finishers go. The crouching stuff and everything after the first standing kick could probably be scrapped and you'd still have a lengthy super with that alone.
Meh, it's just a bit more than some Chun Li ultras. I like it a lot.

Chun-li is pretty tame. This is more of a  snk style super. Almost veryone just go crazy. But like Balsold said it reuses alot of established frames so it should be fine. I like that yamacha uses the kamehameha that fits his rush down style.
Title: Re: Yamcha
Post by: WizzyWhipitWonderful on March 29, 2017, 10:25:47 pm
(http://i.imgur.com/MdAXo5i.gif)
That looks excessive even as far as finishers go. The crouching stuff and everything after the first standing kick could probably be scrapped and you'd still have a lengthy super with that alone.

Yamcha has become a tryhard, right?

Split the "hand" and "kick" attacks for separate finishers.
Title: Re: Yamcha
Post by: xxxx on March 30, 2017, 12:03:34 am
maybe I'm gonna change the flurry kick and keep it a normal kick, that should make it a bit less excessive
Title: Re: Yamcha
Post by: Kercy on March 30, 2017, 12:51:54 am
I've never been a fan of yamcha but these sprites love me! Great job.
Title: Re: Yamcha
Post by: Noside on March 30, 2017, 03:20:31 am
This is roga fufu ken?
Title: Re: Yamcha
Post by: TehSpudZ on March 30, 2017, 04:41:37 am
Loving how Yamcha is coming out!
Title: Re: Yamcha
Post by: GOD984 on April 09, 2017, 11:24:00 pm
Awesome Art Balmsold, as for the finisher I think it could be shortened just a little or be split into different specials, but at the same time Yamcha has always had to hit people more times than any other character in order to do the same amount of damage.
Title: Re: Yamcha
Post by: KaijuNakamura on April 11, 2017, 09:21:28 pm
I guess as an actual yamcha fan, i dont find it excessive. Seems like something he would actually do in a fight...ya know before it became a saiyan showcase and beams and lasers became the norm lol
Title: Re: Yamcha
Post by: LightScarecrow on April 14, 2017, 07:36:40 am
Doesn't look excessive. It's basically Chun-Li's SA from 3S but with some increased details and inbetween moves.
I'd be fine with it, especially since there's Supers and Specials from other characters in fighting games that make this one seem like it takes 5s.
KOF is a pretty good example in general, everything is just so goddamn long that half of the timer is just the supers.
Title: Re: Yamcha
Post by: xxxx on April 14, 2017, 10:40:27 am
(http://i.imgur.com/BbHLVWg.gif)
gonna upload a vid of the whole proccess later on
Title: Re: Yamcha
Post by: HQ on April 14, 2017, 11:04:52 am
It's good to see some animations finished.

In the first two frames after the stance he gets noticeable bigger (just like in that Alex Run animation you made, maybe that's the way how you sprite but it ends up bulkier than probably intended)
+ Some of the in-betweens need work! This way the animation could look more fluid & the silhouette would also look better and more distinctable :)
(http://i.imgur.com/TZIWyWT.gif)
Also you might should increase the reach of that attack seeing how the arm is completly pushed out and how long the upper& underarm are in the stance
Title: Re: Yamcha
Post by: xxxx on April 14, 2017, 12:24:32 pm
I got more careful about the size on this sprite, he is sorta standing on those 2 starting frames

but I fixed some of what you mentioned, thanks dude
(http://i.imgur.com/tVNbYEu.gif)
Title: Re: Yamcha
Post by: HQ on April 14, 2017, 03:19:49 pm
Great fixing! :)

I didn't mean the size but the overall "fulness" of his body during frame 2 and 3. It's like his muscles grow or get thicker (it's hard to pinpoint it down).

Another thing I was wondering just now & sorry that I saw it so late in the editing process, but why does his foot move forward in a simple LP? (Is it a LP?)

These would also be simple fixes, that would not only increase his reach (without extending his arm too much), but also create more focus on the thrust of the arm motion. If you need help fixing this mess I made, I'll go ahead and do so.
(http://i.imgur.com/MVzfRXF.gif)
Title: Re: Yamcha
Post by: xxxx on April 14, 2017, 03:38:44 pm
I feel it loses impact like this, also martial artist tend to do those kind of poses depending of the style they practice
Title: Re: Yamcha
Post by: HQ on April 14, 2017, 03:59:39 pm
Great Video!

In this I can only suggest that, to convey that motion better (move that one foot stepping forward a pixel up, that one body a pixel down when landed and the arm using the stretch animation squash and stretch :)

(http://i.imgur.com/yr7w0Lg.gif)
Title: Re: Yamcha
Post by: xxxx on April 14, 2017, 04:10:55 pm
(http://i.imgur.com/Ff72ntB.gif)
implemented bits of it, I like it more now.
Title: Re: Yamcha
Post by: HQ on April 14, 2017, 04:35:52 pm
Good work! I did miss that the scar was missing on that one frame too! Good that you added it!
Title: Re: Yamcha
Post by: GOD984 on April 24, 2017, 03:46:22 pm
dang! that looks sexy!
Title: Re: Yamcha
Post by: xxxx on April 27, 2017, 02:29:06 am
(http://i.imgur.com/YUtSOMC.gif)

improved my method again, now I have to do less clean up of the frames.
Title: Re: Yamcha
Post by: Odb718 on April 27, 2017, 02:55:45 am
Looks great man!
Title: Re: Yamcha
Post by: Jango on April 27, 2017, 05:45:44 am
if the last one you did prior to this is an LP, it's gonna look awkward as heck seeing those two chaining into each other.
Title: Re: Yamcha
Post by: Odb718 on April 27, 2017, 06:31:44 am
I was thinking the previous was SMP and this is a close-range SLP. But yeah, I think the elbow should come before.
Title: Re: Yamcha
Post by: walt on April 28, 2017, 03:53:56 pm
(http://i.imgur.com/YUtSOMC.gif)

improved my method again, now I have to do less clean up of the frames.
It looks muddafucken delicious. Good job mang :2thumbsup:
Title: Re: Yamcha
Post by: HQ on April 28, 2017, 08:19:13 pm
I think I have seen that animation already? Did you remake it again?

You know Balm I like your work, but having that stance makes all the attacks you designed so far have literally no range - especially if you twist out the knee like that. To me & that was the problem with the last punch too imho, the leg pushing forward so much, distracts the eye from where it should be - the fist/punch in these animations.

How can you improve that?
There's a ton of good references /in martial masters I think are a few good elbow punches
To be honest the the timing is off, the range is non existent & the impact is also too little for my taste, but I'm sure you can improve that while advancing on the animation! Also be sure to check the upper body width that shrinks at a frame, making it look very flat (even when fully shaded)

A very quick try, but it didn't turn out so good - I'm sure you can take something from it though!
(http://i.imgur.com/1P3RoHG.gif)
Title: Re: Yamcha
Post by: Iced on April 29, 2017, 12:53:41 am
stance is fine imo, its a very typical kungfu bruce lee like stance, the problem is tha thes not leaning into the stance, the flexed leg remains flexed, reducing the impact of the animation overall. for a Lp it might suffice but for the sake of range he could lean more into it.
(http://www.crayven.net/warhawk/brucelee/brucerodtwobattle.jpg)

I kinda prefer the old version. I dont understand why it warranted redoing from scratch

(http://i.imgur.com/mQ4Tc6Y.gif)

Title: Re: Yamcha
Post by: Jango on April 29, 2017, 01:25:39 am
Agreed, the old version is much more readable. The new one (I'm assuming) will look more fluid but the old one clearly looks like an LP while the new one looks like it's a part of a throw/counter.
Title: Re: Yamcha
Post by: xxxx on April 29, 2017, 03:51:17 am
(http://i.imgur.com/UBGY2f8.gif)
this is what I intended to do with it I might extend the range of the elbow punch a bit more, if it doesn't look as good I might as well use it for the close lp.
I redid it for the sake of better anatomy and details, I don't like the older version, doesn't look as natural.
Title: Re: Yamcha
Post by: xxxx on May 08, 2017, 12:49:44 am
(http://i.imgur.com/9BeBbE8.gif)

Title: Re: Yamcha
Post by: Jango on May 08, 2017, 01:08:36 am
Is that a special because if not, good lord that range
Title: Re: Yamcha
Post by: xxxx on May 08, 2017, 01:05:16 pm
I wanted to see how close I could get to piccolo's slash effects, gonna tone it down a bit
Title: Re: Yamcha
Post by: Odb718 on May 08, 2017, 08:59:19 pm
If the blue slash fx doesnt hit, and it's part of a target-combo or something similar, I think the hop back to stance has enough open time to justify it.
It's a big risk on the miss.

Pretty sure the blue fx is a wind effect and only the blur will hit.

He's going to need something to close the gap.
This is a similar move to Zangief's Banishing Flat slap. Maybe it could be used as anti-projectile?
Title: Re: Yamcha
Post by: Formerly Hoshi on May 11, 2017, 08:50:10 pm
Why not make it so it's an EX-exclusive, specific BnB combo finisher? That way there's risk in using it because of the cool down, and it uses meter, so it won't be used all willy nilly with that crazy range. Adding wall-bounce could be fun too so you can super combo into it. So effectively, if someone were to use it as a chain combo with a super, it would cost 1.25-1.5 power bars.
Title: Re: Yamcha
Post by: xxxx on June 09, 2017, 01:46:34 am
that was supposed to be the MP tho, we'll make sure it doesn't becomes unbalanced with the insane range.
(http://i.imgur.com/RBM0649.gif)
reving up those keyframes
Title: Re: Yamcha
Post by: xxxx on June 23, 2017, 12:35:24 am
yamcha stream! I got enough animations ready, its time to sprite again.
https://picarto.tv/balmsold
Title: Re: Yamcha
Post by: 9mb on June 23, 2017, 06:03:12 am
v cool :2thumbsup:
Title: Re: Yamcha
Post by: Rayfa on June 24, 2017, 10:52:38 pm
Nice.
Title: Re: Yamcha
Post by: xxxx on June 26, 2017, 06:20:55 am
yamcha stream! I got enough animations ready, its time to sprite again.
https://picarto.tv/balmsold

another one
Title: Re: Yamcha
Post by: xxxx on June 26, 2017, 09:05:25 am
(http://i.imgur.com/MV4dqAq.gif) (http://i.imgur.com/Y1CiA7X.gif)

hope I can show off something my next month
Title: Re: Yamcha
Post by: Odb718 on June 26, 2017, 12:44:33 pm
Look what Balmsold has been working on!
I made a screen shot of his stream and cropped it.
(http://i.imgur.com/7V6855d.png)
Title: Re: Yamcha
Post by: xxxx on June 26, 2017, 03:18:02 pm
revamping, this was faster than I thought.
the kamehameha is next.
(http://i.imgur.com/KL1LrAr.gif)
Title: Re: Yamcha
Post by: altoiddealer on June 26, 2017, 03:28:59 pm
(http://i.imgur.com/Y1CiA7X.gif)
This looks great -- but, I think there is room for improvement on the first transition sprite.  It took a lot of repeat views for me to figure out how he got into the headstand position - I think with a perfect sprite it would look much more natural.  Not sure if it's the arm positions, or if more of his upper back should still touch the floor, or if it just needs some smearing.

I love your sprites and animations  :thumbsup:
Title: Re: Yamcha
Post by: xxxx on June 26, 2017, 03:42:42 pm
thanks! I should probably add an inbetween for that, it does feel a bit too sudden
Title: Re: Yamcha
Post by: Thedge on June 26, 2017, 03:57:59 pm
Great work on Yamcha balm, keep it coming!
Title: Re: Yamcha
Post by: Odb718 on June 26, 2017, 06:47:55 pm
I think it works well. To do the motion in reality, really cant be done slowly. I mean it can. But it does need to be extremely quick. Maybe a blur frame, but it shouldn't be more than 2 tics, and the frame there should have reduced time. It's for a get up, and slow get ups are the worst imo.
OR
What would be nice is a hold....
Like the kick could be a cross-over-counter. For someone trying to jump over you. It looks like a pretty solid kick.
Title: Re: Yamcha
Post by: Jango on June 26, 2017, 09:15:25 pm
Seconded on the "too slow for a getup." On the plus side, that's a good base for an HK ala Lei-Lei
Title: Re: Yamcha
Post by: Jesuszilla on June 27, 2017, 02:09:34 am
It's a test animation for showing off the frames. It can be sped up.

Andy's get up animation is very similar.
Title: Re: Yamcha
Post by: xxxx on June 27, 2017, 02:11:47 am
of course I can speed it up, another frame won't hurt with the right timing lol
also yes, I like the idea of it being used as a kick, I may do a forward version too if needed.
Title: Re: Yamcha
Post by: xxxx on June 30, 2017, 05:42:18 am
I don't think I've mentioned this before but my friend Pin fixed my base of yamcha to look even better.
(http://i.imgur.com/dAhhV8y.png)
its the one on the left
Title: Re: Yamcha
Post by: AlexSin on July 01, 2017, 02:30:27 am
The outlines should always be present, also in the skin.
Pin's edit doesn't take that into account for the viewer's left arm and part of the viewer's left pant. The lines are too broken, the old version (on the right) did it right.
Title: Re: Yamcha
Post by: xxxx on July 03, 2017, 02:36:27 am
I'll get to fix that
https://picarto.tv/balmsold
another one
Title: Re: Yamcha
Post by: Pin on July 03, 2017, 04:48:21 am
The outlines should always be present, also in the skin.
Pin's edit doesn't take that into account for the viewer's left arm and part of the viewer's left pant. The lines are too broken, the old version (on the right) did it right.

Yes you're right, something that im not familiarized on the style since he give me a try on his sprites.
I guess that balmsold deserves the better one since he originates it :)
Title: Re: Yamcha
Post by: xxxx on July 06, 2017, 10:27:39 am
(http://i.imgur.com/mnDhOpD.gif)
his kamehameha will smash the enemy into the ground/wall/ceiling, shoutouts to iced for the idea
the directions he will be able to do it on the ground are horizontal and vertical
Title: Re: Yamcha
Post by: Alpha Proto on July 06, 2017, 11:29:52 am
Don't the hands come together in front at the start of the Kamehameha wave?
Then he pulls them to the side then blast forward?
Title: Re: Yamcha
Post by: xxxx on July 06, 2017, 10:01:14 pm
I animated it the way balthy did goku's kamehameha
Title: Re: Yamcha
Post by: xxxx on July 08, 2017, 04:31:18 am
another one https://picarto.tv/balmsold
gonna work on some comissions first then I'll continue with the wolfboi
Title: Re: Yamcha
Post by: xxxx on July 10, 2017, 12:44:50 pm
(http://i.imgur.com/EJA4QZI.gif)
this took a while, the way I want this work like is that theres gonna be 2 versions, 1 thats your normal command and one thats gonna be activated via rekka sorta like mr satan so its more viable to do.
Title: Re: Yamcha
Post by: LightScarecrow on July 11, 2017, 04:25:00 am
Nice work dude.
Also, for a suggestion on a possible grab, normal or special attack, you could use this:

At around 3:20 he grabs Tien with his wolf hands. Its a technique of its own and is used in a few underground DBZ games I owned as a kid that I dont remember the name ( they could be hacks, there were lots of em around at that time ) and they would "stun" the enemy still.
Fun concept, wonder if you can use it.
Title: Re: Yamcha
Post by: Alpha Proto on July 11, 2017, 09:19:51 am
I wonder how he would approach animating a move like that.

Glowing wolf heads for fists? Similar to Street Fighter's M. Bison/dictator's fists during hid H punches?

Or normal hands with the image of a wolf biting down appearing with each strike to the side?
Similar to SSJ Goku's intro where you see his eye change color.To make it more clear what is happening.
Title: Re: Yamcha
Post by: xxxx on July 11, 2017, 01:09:37 pm
I dunno if that move would look as good animated in a fighting game
Title: Re: Yamcha
Post by: LightScarecrow on July 12, 2017, 06:50:42 am
I dunno if that move would look as good animated in a fighting game

There are many ways you could approach it, it really takes more of imagination than anything else. I think as a grab it would look pretty cool. Something like Yamcha grabbing his opponent's arm with his hands biting down like wolves, then Yamcha kicks them away. I dunno, pretty sure it could look awesome if done correctly.
Title: Re: Yamcha
Post by: Momotaro on July 12, 2017, 09:40:28 am
Good looking stuff!! :)
Title: Re: Yamcha
Post by: xxxx on July 13, 2017, 07:21:12 pm
I think I'll just go with something else
 but in the mean time, have a kamehameha
(http://i.imgur.com/HcuXUwe.gif)
Title: Re: Yamcha
Post by: black dragon on July 14, 2017, 12:33:00 am
cool awesome work man that's my favorite character bro
Title: Re: Yamcha
Post by: Bluekuma on July 14, 2017, 05:02:24 am
awesome work so far, is their going to be any videos coming out soon?
Title: Re: Yamcha
Post by: Bluekuma on July 14, 2017, 05:07:17 am
i have an idea for his death animation when he loses the match he does the iconic saibamen bomb death
Title: Re: Yamcha
Post by: CRASHEM8000 on July 14, 2017, 06:42:26 am
Don't double post, dude.

Not to mention, everyone's had that idea already, and it would just look dumb to have him laying down a certain way when it's a 2D side-to-side view.

Well, that, and who wants to add memey shit?
Title: Re: Yamcha
Post by: Ethan The Human on July 14, 2017, 11:25:22 pm
who wants to add memey shit?

Nobody at all
Spoiler, click to toggle visibilty
Title: Re: Yamcha
Post by: xxxx on July 14, 2017, 11:35:45 pm
not me lol
Title: Re: Yamcha
Post by: JustNoPoint on July 15, 2017, 12:07:48 am
The sooner you embrace this "memey shit" the sooner you'll realize how much fun stuff your wanting to leave out of the character that ppl will want. You're making a fangame tribute for fans by fans and leaving out fan favorite material because it doesn't make yamcha seem cool. When it's part of the reason he's cool
Title: Re: Yamcha
Post by: CRASHEM8000 on July 15, 2017, 12:28:33 am
... leaving out fan favorite material because it doesn't make yamcha seem cool. When it's part of the reason he's cool
That makes him cool???

DYING makes him cool?!
Title: Re: Yamcha
Post by: JustNoPoint on July 15, 2017, 12:40:40 am
Building blocks. It's part of the reason he's cool. It's not the defining reason he's cool. But in a comedy manganime it's indeed part of the full package that is a funny interesting character. Not adding it because it makes him look weak misses the whole point.
Title: Re: Yamcha
Post by: xxxx on July 15, 2017, 12:43:47 am
aren't there saibaman's and vegeta's saibaman winpose? I think thats enough honestly
Title: Re: Yamcha
Post by: MotorRoach on July 15, 2017, 11:28:06 pm
I'm sincerely fine with the Saibaman death pose being referenced in his knocked down pose. Of course, I would suggest doing it from a side angle, so it doesn't looks awkward and out of place.
Title: Re: Yamcha
Post by: TehSpudZ on July 15, 2017, 11:45:56 pm
Does that mean that Vegeta's AI should be so dumbed down that he'd be a punching bag?

Because that's pretty "memey", and a building block of his character, too
Title: Re: Yamcha
Post by: Iced on July 16, 2017, 12:07:13 am
Vegeta has all his iconic poses, including things from when he was being made weak like him with his broken arm for a dizzy pose( from eighteen fight) or him turning to stone and breaking apart if he wins with his suicide bomb finisher..

Keeping from using fanservice and iconic poses because they make the character look "not cool enough" is on the same line as having the character  do stuff like burying vegeta in a shallow grave for intros which was another balmsoldier idea I previously advised against

As always, balmsoldier is the one that is choosing what to do with his work and he should be able to do what he thinks is most fun. He'll be doing hours and hours of those sprites so its best he's doing something he thinks is cool.

Calling out the show actual characterization as memey shit seems counter productive.
Title: Re: Yamcha
Post by: TehSpudZ on July 16, 2017, 12:35:05 am
You do realize that I was being sarcastic, right?
Title: Re: Yamcha
Post by: Iced on July 16, 2017, 01:28:46 am
You do realize that I was being sarcastic, right?
Which is why I replied to the point you sarcastically made and explained the difference instead of assuming you actually thought that way?

Did you assume that by making a point against jnp logic in a sarcastic manner no one would reply? Sarcastic points are still points.
Title: Re: Yamcha
Post by: xxxx on July 16, 2017, 04:26:24 am
burying vegeta in a shallow grave? it was just a nod of how yamcha defeated recoome when vegeta couldn't but with twist to it .
I never said said I was keeping myself of using stuff from the source material, I have several stuff thats much more pronounced, like when he got hit in the balls ,when he is getting flustered or loses a tooth between other stuff,  I just feel that pose is very redundant and has been really overused, like I don't mind referencing it, but just not the way you want me to.

Title: Re: Yamcha
Post by: HyDe on July 17, 2017, 10:56:37 pm
I love your work <3 but is the Z2 team gonna put him in HDBZ ? Because it would be sooo dope :D
Title: Re: Yamcha
Post by: xxxx on July 19, 2017, 08:50:33 pm
thanks, I apreciate it, and I guess it all depends if I get to show off a build of yamcha,I'm trying my best to get stuff done as quickly as possible.

gonna stream some other stuff and then I'll get to the wolfboi

https://www.twitch.tv/balmsoldier
Title: Re: Yamcha
Post by: HyDe on July 19, 2017, 09:08:56 pm
Take your time ;)
Title: Re: Yamcha
Post by: kiLabee on July 20, 2017, 02:43:26 am
i just thought of a very funny timeover pose for him....

a saibaman pops up from the ground and latches onto him you can use his (gethit sprites so you wouldnt have to do anything extra as far as animating it.)

then the saibaman blows up with yamcha just like in the show and shows his famous yamcha pose.
(http://nerdapproved.com/wp-content/uploads/2015/03/yamcha.gif?bbba63)
Title: Re: Yamcha
Post by: theroyalrabite on July 20, 2017, 03:12:45 am
I'm guessing you haven't seen the rest of this thread, but there's already been a bit of a conversation on this.
Title: Re: Yamcha
Post by: xxxx on July 20, 2017, 05:19:17 am
we'll see

so as you can see I'm using the grey scale method again after all these years
(http://i.imgur.com/s27hpEm.gif)
Title: Re: Yamcha
Post by: inktrebuchet on July 20, 2017, 05:33:28 am
Looking awesome man! The animated clothing looks great.
Title: Re: Yamcha
Post by: AgentofDestiny on July 20, 2017, 08:45:11 am
i highly doubt he would do that as a time over pose.But then again you never know.......
Title: Re: Yamcha
Post by: c00p on July 26, 2017, 11:11:39 pm
everything in this thread is absolutely supeb
Title: Re: Yamcha
Post by: theroyalrabite on July 26, 2017, 11:49:58 pm
Balmsold, has anyone told you you're fantastic and doing amazing work? Cuz it's true.
Title: Re: Yamcha
Post by: xxxx on July 27, 2017, 08:40:11 am
thanks! I really apreciate it hope you enjoy this character once its out :)

on another note theres over 12 animations being worked on, half of those are new animations by ruiluis , from now on I'll show most of my progress on streams and videos that I'll upload on YT
Title: Re: Yamcha
Post by: TehSpudZ on July 27, 2017, 09:12:07 am
That's awesome, Balm! Can't wait to see how ol' Wolf-boy will turn out
Title: Re: Yamcha
Post by: FeLo_Llop on July 27, 2017, 06:17:18 pm
Eye-gasmic work, wachin qliao :-*
Title: Re: Yamcha
Post by: xxxx on August 01, 2017, 01:39:53 am
gonna stream for a while, apparently twitch has less lag than picarto
http://www.twitch.tv/balmsoldier
Title: Re: Yamcha
Post by: xxxx on August 05, 2017, 04:46:36 pm
yamcha's kamehameha is done!



btw, I made ko fi page in case anyone would like to support me :)
https://ko-fi.com/bandanaguy
Title: Re: Yamcha
Post by: HyDe on August 06, 2017, 04:32:45 am
Hi !
I know it's not the topic but I edited your goku Z2 sprite ( I'm just starting spriting so I try some easy things )
And now I'm just more impressed by the time you could have put in yamcha...
Could have supported you in ko fi but I'm too young ;(
Keep up the work, I started spriting because of you and the team Z2 :D
Title: Re: Yamcha
Post by: xxxx on August 06, 2017, 10:31:15 am
hey , thanks for the support man! its inspiring knowing I influenced you to start spriting, hope to see your work on the forum soon.
Title: Re: Yamcha
Post by: HyDe on August 07, 2017, 09:55:39 am
I'll try ^^
Title: Re: Yamcha
Post by: altoiddealer on August 08, 2017, 07:52:42 pm
Awesome process - awesome sprites :)
Title: Re: Yamcha
Post by: sethzel on August 09, 2017, 08:16:31 am
Damn your skill to make animations is to god damn  perfect you are insane, congratulation
Title: Re: Yamcha
Post by: xxxx on August 10, 2017, 12:33:56 pm
thanks guys!
I forgot who reccomended me this, but they said that it could be used as an attack when yamcha gets up, so I rolled with it
(http://i.imgur.com/4nqVjCV.gif)
Title: Re: Yamcha
Post by: Odb718 on August 11, 2017, 12:39:38 am
(http://i.imgur.com/Kx7D5S0.jpg)

and it looks good
Title: Re: Yamcha
Post by: altoiddealer on August 11, 2017, 04:06:17 pm
Wow, that's pretty ambitious!  Nice custom detail!
Title: Re: Yamcha
Post by: xxxx on September 21, 2017, 03:37:43 am
yamcha is coming along nicely , I can safely say by now that he is atleast 30% done , the % would be higher if the wff weren't over 30 frames each lol

the grey scale method is fun, I have alot of animations of him like this waiting to be tweaked and finished :D
(https://i.imgur.com/mHB6PRE.gif)
Title: Re: Yamcha
Post by: AugustAPC on September 21, 2017, 06:11:57 am
Beautiful animation, as always.  Can't wait to see more.
Title: Re: Yamcha
Post by: Jh0nnY2k on September 21, 2017, 08:59:16 am
Indeed, very beautiful animation. Very ProLike :)
Title: Re: Yamcha
Post by: Knuckles8864 on September 22, 2017, 02:20:42 pm
There should be an intro where he has a personal vendetta against Saibamen. Really awesome looking sprites, by the way.
Title: Re: Yamcha
Post by: xxxx on September 22, 2017, 02:56:51 pm
I think an intro againts dr gero (if theres ever one) would be cooler, but yeah theres something planned on that
Title: Re: Yamcha
Post by: Omega on September 22, 2017, 03:19:16 pm
You are doing justice man. The results are Great.

What about an intro where Yamcha fights against Gravity?

Title: Re: Yamcha
Post by: AlexSin on September 22, 2017, 06:52:13 pm
How would you be able to represent that?

Draw him in the capsule machine, trying to touch a button, nearly dead from the pressure, he manages to touch it and exit from there, all tired; and after all that he starts fighting like nothing happened? Don't you think it's a bad idea? It's too long too!

It's a bad idea even for a winpose or a lose pose.
Title: Re: Yamcha
Post by: Jango on September 23, 2017, 04:54:34 am
A super! He does an impressive-looking aerial combo, then hits the opponent into the ground. Then the camera changes to someone offscreen changing the gravity and Yamcha slams into the opponent that way instead of doing a finisher attack into the opponent. After which the offscreen person is like "oops" and resets the gravity to normal.

J/k even that is a horrible idea
Title: Re: Yamcha
Post by: xxxx on September 23, 2017, 05:35:08 am
if anything it could be him just training normally then teleporting to the fight or something, dunno, theres not much use to that scene
Title: Re: Yamcha
Post by: TehSpudZ on September 23, 2017, 05:56:30 am
Only timeover animation I could hypothetically think of would be just having him turning around (back toward the the opponent/camera) and looking over his shoulder with a somewhat pissed off face, as if saying something like "Tch, whatever!".
Title: Re: Yamcha
Post by: theroyalrabite on September 23, 2017, 05:57:55 am
Well, that scene might not be useful, but you could totally have him arrive on some "liberated" capsule corp tech
Title: Re: Yamcha
Post by: Jango on September 23, 2017, 07:34:21 am
if anything it could be him just training normally then teleporting to the fight or something, dunno, theres not much use to that scene
He doesn't instant transmission tho, and it would clash with the other character's intro. He could just do a training intro right there.

Only timeover animation I could hypothetically think of would be just having him turning around (back toward the the opponent/camera) and looking over his shoulder with a somewhat pissed off face, as if saying something like "Tch, whatever!".
In terms of his DB appearance (and most of whenever he showed up in Z), it would be more in-character for him to be like comically going "oh man!"

EDIT:



Or 3:16 minus him grabbing his crotch in pain
Title: Re: Yamcha
Post by: Alpha Proto on September 23, 2017, 12:29:28 pm
Yamcha is awesome. I don't want him to look like a joke.  Make Yamcha great again!

Yamcha has always had a confidence about him. He knows when he is out matched, but this is MUGEN where everyone has a shot at winning.

I would like to see Yamcha ride in on his desert flyer with Puar driving. Then jump off into battle.
Like in his first Dragon Ball appearance.

For an exit he can throw down a dino capsule down and jump on another vehicle to leave. Or whistle for Puar to drive him away.

For wins he can throw a dino capsules down at his feet, and when the smoke clears he can be in one of the outfits he has wore in the series.

Title: Re: Yamcha
Post by: TehSpudZ on September 23, 2017, 06:49:24 pm
if anything it could be him just training normally then teleporting to the fight or something, dunno, theres not much use to that scene
He doesn't instant transmission tho, and it would clash with the other character's intro. He could just do a training intro right there.

Maybe just have a gravity chamber just sitting there, with it rumbling and violently shaking, with sounds of Yamcha training (grunts, yells, etc), and then just having the thing explode?

Title: Re: Yamcha
Post by: Odb718 on September 23, 2017, 08:59:14 pm
I'm pretty sure everyone will agree with me when I say, Mugen NEEDS this!
Spoiler, click to toggle visibilty
Title: Re: Yamcha
Post by: Jango on September 23, 2017, 09:14:17 pm
@Alpha Proto:

Quote
Yamcha is awesome. I don't want him to look like a joke.  Make Yamcha great again!

Yamcha has always had a confidence about him. He knows when he is out matched, but this is MUGEN where everyone has a shot at winning.

He... kinda is a joke in Dragonball. For example, in his debut, he had a knack for freaking out around girls because he's very socially inept. In DBZ, his role was basically "dude that gets beat up or killed to make someone else rage and get really strong." And this is coming from the dude that is coding Krillin in HDBZ and previously coded Mr. Satan.

Speaking of Mr. Satan, there's no doubt he is super confident in his strength and as a major Earth celebrity, but no one would say he's particularly competent at anything except for... well indirectly helping other dudes save the day

EDIT: The point of all this is that ignoring some of the humor and stupidness all the charactere have done is ignoring a huge part of what makes Dragonball be... well, Dragonball.

Also @Odb718: hell yes
Title: Re: Yamcha
Post by: ,mem on September 23, 2017, 09:24:20 pm
Yamcha I believe meant to be a kinda parody of most anime heroes at the time. The whole long hair, scar on his cheek, good looks, hot headed attitude. So the humor needs to be there in some way I feel.
Title: Re: Yamcha
Post by: AiRiC on September 23, 2017, 10:21:33 pm

Very good work here's some inspiration with this and the new Yamcha alternate story its looking like the year of Yamcha.
Title: Re: Yamcha
Post by: xxxx on September 24, 2017, 01:38:03 am
@Alpha Proto:

Quote
Yamcha is awesome. I don't want him to look like a joke.  Make Yamcha great again!

Yamcha has always had a confidence about him. He knows when he is out matched, but this is MUGEN where everyone has a shot at winning.

He... kinda is a joke in Dragonball. For example, in his debut, he had a knack for freaking out around girls because he's very socially inept. In DBZ, his role was basically "dude that gets beat up or killed to make someone else rage and get really strong." And this is coming from the dude that is coding Krillin in HDBZ and previously coded Mr. Satan.

Speaking of Mr. Satan, there's no doubt he is super confident in his strength and as a major Earth celebrity, but no one would say he's particularly competent at anything except for... well indirectly helping other dudes save the day

EDIT: The point of all this is that ignoring some of the humor and stupidness all the charactere have done is ignoring a huge part of what makes Dragonball be... well, Dragonball.

Also @Odb718: hell yes

considering the almost entirety of OG dragon ball everything is comedic centric ON PURPOSE is very disingenous to say that he was a joke character, everyone in db had their comedics moments, now in dbz, he wasn't a joke character either, it was mostly situational humor from there on mostly besides krillin being more of the gag character there, unless you're referring to the horrible english dub or super were they made everyones personalities caricatures of themselves then yeah maybe.
I wanna have humor, but I'm not making him a joke character either so just wait and see.
edit: to add to that, almost everyones roles in dbz was getting beat up to cause tention

@AiRiC: nice, I'm liking his moveset so far there, to add on that I don't like the yamcha manga at all besides the art.

btw guys, HQ joined to me to work on yamcha be sure that WE ARE GOING TO MAKE YAMCHA GREAT AGAIN!
Title: Re: Yamcha
Post by: Jango on September 24, 2017, 06:11:46 am
Quote
unless you're referring to the horrible english dub or super were they made everyones personalities caricatures of themselves then yeah maybe.
I've only ever watched DB in Japanese but okay
Title: Re: Yamcha
Post by: helio on September 28, 2017, 11:10:38 am
Yamcha looks soooo good. Thanks for bringing him to Mugen.

I think he was a main character in DB, probably weaker than others but he has great moments. In DBZ he has little to do against the alien or cyborg menaces, just like other humans. The strenght of the rival has always increased in every saga and Yamcha was one of the firsts, so we can't ask him too much (although ... now I think, it would be cool to see how envy corrupts him and moves him to make a deal with some evil entity or upgrade his body as a cyborg and tries to conquer some country, wouldn't it?).

Reading your intro suggestions, I have imagined one dressed as a baseball player, hitting a ball and yawning boring or something similar.

Good luck!
Title: Re: Yamcha
Post by: mfgfgm on September 29, 2017, 11:07:01 am
When I clicked on this Yamcha thread I ended up killing him.
Title: Re: Yamcha
Post by: TheHateThatHateMade on September 29, 2017, 07:46:30 pm
When I clicked on this Yamcha thread I ended up killing him.

Ok, even i have to say that's not needed. This thread is full of this. Balm, you have really improved, the animations are looking great. I think you're doing a good job of mixing up the moves for him as well. People seem to be concerned that you're going to make Yamcha different or leave out aspects of his character. I've made a few cracks about Yamcha myself but i trust you will do right by him as a fan, especially with HQ and others on board as well. Honestly, him and Krillin and some of the most realistic characters when we think about how most of us would act in their place. I am more upset that Toriyama decided he didn't want to at least bring him full circle. Yamcha was brash, comic relief, some times a joke but he was also brave and kept trying despite his flaws. It would have been nice if he carried over his character more from dragonball to z or at least kept fighting. That was what was kind of endearing about Yamcha. No matter how many times he failed and looked silly doing so, he kept at it.
Title: Re: Yamcha
Post by: mfgfgm on October 04, 2017, 02:33:22 pm
When I clicked on this Yamcha thread I ended up killing him.

Ok, even i have to say that's not needed. This thread is full of this. Balm, you have really improved, the animations are looking great. I think you're doing a good job of mixing up the moves for him as well. People seem to be concerned that you're going to make Yamcha different or leave out aspects of his character. I've made a few cracks about Yamcha myself but i trust you will do right by him as a fan, especially with HQ and others on board as well. Honestly, him and Krillin and some of the most realistic characters when we think about how most of us would act in their place. I am more upset that Toriyama decided he didn't want to at least bring him full circle. Yamcha was brash, comic relief, some times a joke but he was also brave and kept trying despite his flaws. It would have been nice if he carried over his character more from dragonball to z or at least kept fighting. That was what was kind of endearing about Yamcha. No matter how many times he failed and looked silly doing so, he kept at it.

Yamcha didn't fail, he let others believe he did. One video can prove this. Search "Yamcha vs Olibu" and see how he one-shots him. Now keep in mind Olibu is on par with Pikkon who was on par with SSJ Goku. This alone is proof that Yamcha is actually the master of deception. He makes you believe he sucks only to surprise you with his amazing power. Let's not forget who had the balls to slap Beerus's back and actually hurt him and make him fall forward a bit. Thank God Yamcha was suppressed otherwise Beerus and the Kaioshin would have died.
Title: Re: Yamcha
Post by: xxxx on October 04, 2017, 05:50:47 pm
lol, thanks for those words, hate, let the dude say whatever he wants, as if that has an impact on the development

Spoiler, click to toggle visibilty

(https://i.imgur.com/XU2Q6cv.gif)
Title: Re: Yamcha
Post by: ButterKnife on October 04, 2017, 06:18:58 pm
That sword animation, like everything else in this topic, is amazing. I am totally psyched for this character.


As far as the debate on Yamcha being a champ or chump, just remember that even when he's winning, he's still pretty goofy and cheesy
https://www.youtube.com/watch?v=SQtCpUh0XD4

I know it's easy to see all the people making fun of a character you like and then go in completely the other direction out of spite, but it's not accurate to have him be a mega badass either. Yamcha isn't Mr. Satan, but he isn't Vegeta either. He's kind of in the middle. I hope you guys incorporate a little bit of his corny side into the character. He needs a "Cat loves food"! That kind of stuff makes him lovable.
Title: Re: Yamcha
Post by: xxxx on October 04, 2017, 07:05:49 pm
of course we'll have the humor there, I said this from time to time again several times on the thread already,I'm not going on the other direction out of spite I'm just gonna be doing things differently, but I'm putting all the humor once I'm done with the important part,which is the gameplay of course, humor isn't a priority for me now, gameplay first humor 2nd, I'll have plenty to toy around later on, once that is done.

just trust me, I did an insane amount of research once I was working on Frank west and so I'm doing with Yamcha.
Title: Re: Yamcha
Post by: ButterKnife on October 04, 2017, 07:22:10 pm
I trust you! Keep up the good work, dude.
Title: Re: Yamcha
Post by: Odb718 on October 05, 2017, 01:11:05 am
I think I'm noticing a trend for Yamcha and it should help his game play a bit. A few of your attacks seem to edge a little closer to the target. Hopefully it'll keep P2 closer so they can't try to zone him out.
Totally digging the sword animation.
Title: Re: Yamcha
Post by: Alpha Proto on October 05, 2017, 01:32:15 am
The animation looks good, but does it really need 18 frames?
It doesn't seem practical for gameplay.
It reminds me of the conference the animation director for Skullgirls had about favoring your keys.

I would recommend watching the entire video, but if not check these parts. 3:50-4:36, 11:30-12:40, 15:20-19:00

I cut the animation from 18 frames down to 12 frames and changed the timing on the start up and finish.
(https://orig00.deviantart.net/3896/f/2017/277/f/7/12_frames_by_jaredjlee-dbpitgy.gif)
Title: Re: Yamcha
Post by: xxxx on October 05, 2017, 02:44:24 am
thanks! yeah I was planning on trimming down some frames, forgot to say that rui lui made it, he loves to make things as smooth as possible
I'll keep this one in mind tho
Title: Re: Yamcha
Post by: Odb718 on October 05, 2017, 03:59:43 pm
The smooth head look up part at the end should stay 100%. It adds to it a lot.
I like how smooth it is. It's just about what you do with your tics is all. There's no reason you can't have the same feel just smoother.
If you think the smooth one lacks force or weight, you'd add ground shake and delay the head look up after the shake.
Title: Re: Yamcha
Post by: xxxx on October 08, 2017, 11:35:39 pm
another wip animation from rui lui this time for the crouch HK, he is gonna add more weight to it later on

(https://i.imgur.com/pOojiRu.gif)
Title: Re: Yamcha
Post by: KaijuNakamura on October 09, 2017, 05:05:56 am
yamcha has been my favorite since i was in middle school. Im glad to see your passion on this project. I just kinda wish ppl would let you do your thing and stop trying to sway you to either side. Frank west was one of the best mugen characters in a long while so i pretty much expect the same quality for yamcha. Keep up the great work
Title: Re: Yamcha
Post by: mfgfgm on October 09, 2017, 02:19:21 pm
Hey so out of curiosity, are you drawing the sprites on paper or are you using some sort of tablet?
Title: Re: Yamcha
Post by: xxxx on October 09, 2017, 09:01:06 pm
yes, I use a wacom tablet to animate and sprite everything you see here :)
Title: Re: Yamcha
Post by: xxxx on October 28, 2017, 02:41:21 pm
took a week to work on some other stuff besides richter, managed to improve my method again, these should take even less time to fix and paint.

(https://i.imgur.com/og5CYuq.gif)
Title: Re: Yamcha
Post by: Mastertkof on October 28, 2017, 04:06:22 pm
took a week to work on some other stuff besides richter, managed to improve my method again, these should take even less time to fix and paint.

(https://i.imgur.com/og5CYuq.gif)

pretty cool man! do videos with this new method, i really want to learn somethings about this style of animations
Title: Re: Yamcha
Post by: DroMKDT on October 28, 2017, 04:17:55 pm
Wow! Nice Yamcha, balmsold!
Method you showed is interesting, like sketching the move via hand and then transforming to Pixel Art... Continue it. :-)
Title: Re: Yamcha
Post by: TehSpudZ on October 28, 2017, 08:31:46 pm
This method looks pretty damn nice!
Simple, yet Efficient!
Title: Re: Yamcha
Post by: Rowy Delson on October 28, 2017, 08:59:27 pm
Neat.Looking so superb man.
Title: Re: Yamcha
Post by: xxxx on October 29, 2017, 07:38:58 am
thanks guys! I been meaning to make a video teaching this method, but I wanted to master the technique first so I didn't had to update it later on, I'll be sure to do it once I get a microphone.
Title: Re: Yamcha
Post by: Megido_Flame on October 30, 2017, 05:54:25 am
I'm looking forward to your work. This is excellent, keep it up!
Title: Re: Yamcha
Post by: xxxx on October 30, 2017, 12:15:20 pm
(https://i.imgur.com/wW9D5Hi.gif)

this looks alot cleaner than I thought!
Title: Re: Yamcha
Post by: Platformer64 on April 27, 2018, 03:21:38 pm
Balmsold, your sprites look amazing! And your method of drawing out the sprites first looks so clean!
Title: Re: Yamcha
Post by: xxxx on April 27, 2018, 11:53:46 pm
thank you! I've been improving it along the way, I've been taking my time taking some anatomy and figure drawing courses just so I can deliver better stuff, I'll be posting some videos about it...hopefully soon ,if my other jobs and projects don't get in the way.
Title: Re: Yamcha
Post by: MEXIK0N78 on April 27, 2018, 11:58:58 pm
thank you! I've been improving it along the way, I've been taking my time taking some anatomy and figure drawing courses just so I can deliver better stuff, I'll be posting some videos about it...hopefully soon ,if my other jobs and projects don't get in the way.

Awesome! :D
Title: Re: Yamcha
Post by: Platformer64 on April 28, 2018, 02:11:07 am
thank you! I've been improving it along the way, I've been taking my time taking some anatomy and figure drawing courses just so I can deliver better stuff, I'll be posting some videos about it...hopefully soon ,if my other jobs and projects don't get in the way.

"Deliver better stuff"!? Wow and your sprites already look amazing, cant wait to see how you'll top what you've already done, good luck and have fun with your classes!
Title: Re: Yamcha
Post by: xxxx on April 28, 2018, 03:12:46 am
its mostly better proportions and more application of the 12 principles of animation, but yeah I'm excited to showcase it as well, but first I gotta deliver  Richter Belmont.
Title: Re: Yamcha
Post by: FeLo_Llop on April 28, 2018, 08:37:34 pm
Eye-gasmic, maraca qlià :D!!
Title: Re: Yamcha
Post by: xxxx on May 01, 2018, 12:20:51 pm


I wasn't happy with the old stance, so I remade it! it fits with the keyframes I have made so far, it was based off his fighterZ pose as well as the old one I had.
felo, chupa el pico <3

edit: the last song I played there is a version of chala head chala from the latest album from Tōru Furuya, 50th anniversary thank you. I had to rip it from spotify to get the full song.
Title: Re: Yamcha
Post by: hatter on May 01, 2018, 03:06:24 pm
Looks good m8.

Spoiler, click to toggle visibilty
Title: Re: Yamcha
Post by: Noside on May 01, 2018, 06:02:59 pm
Damn! superb drawing skills Balm!
Title: Re: Yamcha
Post by: warecus on May 01, 2018, 06:18:43 pm
great great sprite work
Title: Re: Yamcha
Post by: Koju-kun on May 02, 2018, 09:04:18 pm
I have GOT to know your method man, it would cut my time in half literally!
Title: Re: Yamcha
Post by: GDPenguin on May 02, 2018, 11:01:23 pm
Wait a minute!
Drawing Yamcha, got it.

BIPPITY BOPPITY BOO!
Almost perfect sprite?

WHAT!?
Title: Re: Yamcha
Post by: Iced on May 03, 2018, 12:12:10 am
Great sprite there. Going strong and steady!
Title: Re: Yamcha
Post by: xxxx on May 03, 2018, 10:08:36 pm
I have GOT to know your method man, it would cut my time in half literally!

Wait a minute!
Drawing Yamcha, got it.

BIPPITY BOPPITY BOO!
Almost perfect sprite?

WHAT!?

I'm planning on releasing a video tutorial on it in a future when I have time.