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Jiggeh

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Messages by Jiggeh

    

Re: Spritesheet Expansion Thread

 January 13, 2013, 11:35:18 pm View in topic context
 Posted by Jiggeh  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

Finally got around to starting on some Cammy sprites. Got the Focus Attack animation blocked out:



I'll probably lose a few frames here or there, and definitely make a few changes to the movement of the braids, but I'm pretty happy with how it looks so far. If anyone has any feedback, feel free to share it.
    

Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread

 January 13, 2013, 02:18:20 am View in topic context
 Posted by Jiggeh  in [Theme Thread] Street Fighter 3/CPS3 Sprite thread (Started by Hoshi April 21, 2010, 09:50:12 pm
 Board: Graphics

"W" Is a common way to write "double" in Japanese. W Impact = Double Impact.
"Blocking" is the original Japanese term for the mechanic that's called "parry" in the English versions of SF3.



I'm not sure which part is more unbelievable, that those pages are still around after 12+ years, or that in all that time I've never seen them or even heard anyone mention them. Cool find.
    

Re: Character Upgrade Thread

 December 27, 2012, 10:13:30 pm View in topic context
 Posted by Jiggeh  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

Zangief was scaled down to CVS resolution and his head was redrawn. He also got a new kind of bizarre idle stance.
As noted Guy has a new idle stance as well, but AFAIK his sprites are still in CPS resolution.

Judging from the previews on that page Sakura and Guile seem to have some kind of double resolution deal going on (like Dan in CVS), but I have no idea why, or what (if anything) was added. It's possible that it was done only to accommodate for entirely new sprites added (Midnight Bliss etc) with no actual changes to the existing sprites outside of rescaling them, but I'm not sure.


edit: Yeah, upon closer inspection I'm pretty sure the latter is correct. Guile and Sakura's MB sprites are drawn in CVS resolution for some reason, so those sprites are stored in 2x width, while the old sprites are like 1.75x wide, so all sprites can be scaled by the same factor and still look consistent. That doesn't of course rule out that they didn't have subtle changes made to them as well, but there's nothing I'm aware of.
    

Re: SF3 Strider

 December 27, 2012, 09:07:20 pm View in topic context
 Posted by Jiggeh  in SF3 Strider (Started by ink July 24, 2012, 09:41:20 pm
 Board: Projects

    

Re: Character Upgrade Thread

 December 27, 2012, 08:45:21 pm View in topic context
 Posted by Jiggeh  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

I just captured a bunch of video/pics of Cammy in AE to use for reference for new sprites... she's my favourite character so I figured why the hell not. Will probably primarily focus on normal attacks and stuff that's plain missing in older versions, but I could see myself making sprites for some animations that look different in SF4 like her crouch or dashes or whatever.

I'm planning on doing the sprites in typical SFZ style in her Shadaloo outfit essentially for compatibility's sake, but if there's an edited set of sprites of her in the Delta Red outfit that I'm not aware of (or if it'd be requested for other reasons) I guess I could do Delta Red versions too.
    

Re: SF3 Strider

 December 27, 2012, 03:46:01 pm View in topic context
 Posted by Jiggeh  in SF3 Strider (Started by ink July 24, 2012, 09:41:20 pm
 Board: Projects

Vajra should be ヴァジュラ.
    

Re: Judas STUFF

 December 19, 2012, 12:38:34 am View in topic context
 Posted by Jiggeh  in Judas STUFF (Started by [Judas] July 10, 2012, 09:42:15 pm
 Board: Graphics

I think it comes across as a bit dull since it's pretty much the only single part of that whole thing that's completely static. Just having it shake, zoom ever so slightly or just doing... something, synced to the kind of splash thing that pops up behind it would probably do a lot to liven it up.


I use Picasa (Google's image hosting service) for all my image hosting needs, hasn't let me down. The actual Picasa software is pretty great too.



edit: as for the other question, I am not familiar with MUGEN programming whatsoever, but the way "screen" and "multiply" works in Photoshop is very basic stuff, and if MUGEN can do one easily, I'd be surprised if it couldn't do the other. "Screen" adds the R/G/B values of a pixel to the R/G/B values to the pixel underneath it (ie black is 0/0/0 and thus transparent, any lighter colour will increase the value making the final result lighter), "multiply" multiplies the two values (ie black multiplies any R/G/B value with zero with the end result being 0/0/0 - black, white multiplies it with 1/1/1 = no change). Er, I don't know if that actually helps you any, but it sounds to me like the method you're describing is incredibly roundabout. Again I know nothing of what MUGEN can do, but I know it does additive blending ("screen") so I would kind of assume it could do other types of blending without the use of arcane magics and/or silly workarounds. I guess you'd need someone who knows what they're talking about to help you, though. :P
    

Re: balmsold´s works

 December 15, 2012, 06:52:45 pm View in topic context
 Posted by Jiggeh  in balmsold´s works/commissions (Started by balmsold March 11, 2011, 09:12:07 pm
 Board: Graphics

I think that stance animation is really held back by the fact that he's rocking back and forth in a very linear/symmetrical motion. Keep in mind that living beings naturally tend to move in kind of smooth, circular motions. Following the motion path of any given body part through the animation, it should have a smooth, curved look to it. In your animation, the motion paths of all of this guy's extremities are quite angular and erratic. Here's an edit I made that will hopefully illustrate my point:



You could do a lot worse than looking at Diepod's animations for reference, he's a very talented animator. But in the long run it'll serve you well to really understand the principles behind what makes a good and natural-looking animation. :)
    

Re: Stage Idea

 December 15, 2012, 06:15:02 pm View in topic context
 Posted by Jiggeh  in Stage Idea (Started by ink December 15, 2012, 04:52:33 am
 Board: Graphics

I like the fish-eye effect, but it looks a little extreme. Toned down a little bit I think it would look great. Give it a bit of a paintover, even something pretty minor, play around with the colour balance a bit, add a  few layers of parallax scrolling and a little animation and I'm sure you'd have a real winner on your hands. Looks very promising so far!
    

Re: Character Upgrade Thread

 December 15, 2012, 06:04:19 pm View in topic context
 Posted by Jiggeh  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

I think this is an awesome idea. I like doing pixel art but I'm often busy with all kinds of other stuff, so even if I'd want to do more stuff (which is kind of rare in the first place), an animation for like a special move or two seems to be all I can muster before I either lose interest, become preoccupied with something else, or both.

I'd be happy to contribute, at least something relatively simple like something new for an SFZ/MVC character, but frankly I'd have no idea where to begin. I'm not sure if requests would be the best way to go (although I think it's one option), but maybe someone could start compiling some sort of reference list for what kinds of animations for what characters would be appropriate? IE moves characters have gained in later games, like you mention, but maybe also stuff like running/chip/parry/etc animations that some but not all SFZ characters had in CVS2, or whatever. Maybe some sort of combination of both, a reference list for clueless people like me, with kind of an open invitation for people to suggest or request what they'd like to be able to use in their particular projects.

Whether it becomes more of an organized project or not I think it's at least a good idea to have a thread here to collect whatever sprites people do produce.
    

Re: RYU AND KEN KOF XIII STYLE for Mugen

 August 17, 2012, 10:13:17 am View in topic context
 Posted by Jiggeh  in RYU AND KEN KOF XIII STYLE for Mugen  (Started by methiou January 10, 2012, 12:52:18 am
 Board: Projects

The giant shadow cast all over his upper body in his blocking stance looks odd to me. Is this really consistent with how KOFXIII sprites are lit? In general the sprites seem to be lit from above and slightly from the front, but for that kind of shadow to appear the light would have to be directly behind his arm, pretty much.
    

Re: RYU AND KEN KOF XIII STYLE for Mugen

 August 01, 2012, 12:58:10 pm View in topic context
 Posted by Jiggeh  in RYU AND KEN KOF XIII STYLE for Mugen  (Started by methiou January 10, 2012, 12:52:18 am
 Board: Projects

Nice job. The roundhouse animation came out great!

The stance and jab animations still need some work (most of the movement in the lower body is very jerky, and there's some strange horizontal shifting in the stance), but it's definitely nice to see progress.

I can't make any promises, but it's possible I could help out with more animations the way I did for the roundhouse kick. If there's any animation in particular you'd like help with, just let me know, and if/when I'm able to help out, I'll start there I guess.
    

Re: RYU KOF XIII for Mugen

 July 14, 2012, 12:44:49 am View in topic context
 Posted by Jiggeh  in RYU AND KEN KOF XIII STYLE for Mugen  (Started by methiou January 10, 2012, 12:52:18 am
 Board: Projects

Is this project still alive? Anyway, I felt kind of inspired so I spent some time toying with this:



I don't really have the time or inclination to do any more work polishing these sprites, but if they are of any use to you, feel free to do whatever you like with them.