I did, but I forgot to respond to it, sorry. I've been really busy with work since earlier this year.EDIT: Here's an update on the ES Plasma Beam animation:All the frames are there now, but I still think I'm not quite finished yet. I think the startup's really nice, but the active firing phase could maybe use just a little more tweaking, and the recovery needs some more work.
Here's a concept for a parry animation, for if anyone ever wants to make a CvS Huitzil or something. The little forcefield was borrowed from Magnet Man's missiles in Mega Man: The Power Battle.
Mentioning CvS style, hope none would mind if I contribute a little bit with this: Just his Anim 5945....
felineki said, January 15, 2017, 04:38:21 pmNice work! I'll add it to the first post.Thanks~! Personally the character is also one of my fave Darkstalkers, design-wise and how he behaves. He's also both challenging and fun to CNS as most of his moves put his targets in more than two or so custom states by Movehit.
Experimenting with making Marvel-style air knockback animations, this is the 90 degree (straight horizontal) one. Any thoughts?
Here's the 45 degree (diagonal up) one. The straight up one is going to be hard, it doesn't look like he has many parts that would be useful.
Well, since we're sharing this bot's unqiue hitstate anim, here's mine: An attempt for his CvS 5052 anim. Didn't show it in public earlier due to RotSprite's visible "jagged fuzz" effect due to sprite rotation and all:Er. Anyone feel free to "clean up".
Tweaked both of the Marvel air knockbacks a bit, here are the current versions.Will try the rest of the angles eventually.
Just for curiosity.. Are you planning to add to Phobos an "Spinning Dizzy" animation like on Marvel games?
Hmm, seems like it might be a bit hard to make with the parts available, but I suppose I could give it a shot. His chest and waist have plenty of rotational frames, at any rate.
Not that immediately comes to mind. Personally, I'd just use his dash animation. He even has 3 of them to choose from, different in each game.
What are the major differences between each set if you could just give me an example. I will eventually look through them, but I want to know specifically which one has anything unique as I'd make one huge sff with every move available. Basically can't work with resized sprites, pal doesn't matter because separation will be done.
There are too many differences to list. Huitzil's sprite set was heavily reworked in each game, which is why I made each game into a separate SFF. If you plan on combining them, you should note that axis placement is different between games. This is most prevalent when comparing VS to the previous games, where VS is 9 pixels further forward, and 1 pixel further down. There are also some differences in axis placement between certain reused jumping frames in DS1 and NW.