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Messages by HQ

    

Re: Spritesheet Expansion Thread

 February 16, 2022, 01:25:15 am View in topic context
 Posted by HQ  in Spritesheet Expansion Thread (Started by Graphicus September 18, 2011, 07:17:56 am
 Board: Sprite Projects

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Had a quick minute: The gif frame order seemed to have been mixed up. I also made some small changes to the animation, mainly the pants and the overshoot frames.
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 November 01, 2021, 04:58:41 pm View in topic context
 Posted by HQ  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:49:06 pm
 Board: Graphics



Animation Feedback:
Try to properly place the feet first. A thing to questions yourself when animating: Which leg is carrying the weight of the character?
Some quick fix/ keyposes:


For the FX you can easily create stuff like that (but properly and with some shades of course haha)
    

Re: [No Theme Thread] All Pixels Unite

 September 29, 2021, 10:22:07 pm View in topic context
 Posted by HQ  in [No Theme Thread] All Pixels Unite (Started by HQ October 02, 2015, 12:53:10 am
 Board: Graphics

Made Mikey the other day:
    

Re: The spriters bounty thread. (more details in thread)

 August 01, 2021, 11:34:06 am View in topic context
 Posted by HQ  in The spriters bounty thread. (more details in thread)  (Started by Kamekaze August 22, 2014, 01:16:12 am
 Board: Graphics

Just as insight that might help you guys get someone who actually could do these tasks:

This is not meant to diss you, I understand that there are different budgets for different tasks, but you won't likely find someone - who actually can create the style- for under 15$ per SF3 Sprite.

If a spritesheet needs about 300+ frames, try to divide your budget through the estimated amount of frames.
 
350$/ 300 frames = 1,16 $ per frame
500$/ 300 frames = 1,66 $ per frame

If you work for 2 hours per frame (which is a good time for an experienced spriter/ animator working in that style), that would mean an hourly wage of 0,58$ / 0,83$ (before TAX!).

If you find someone crazy enough to do that, that is capable of nailing the style, with a deadline, pls forward me that person.


    

Re: Universal Tournament Z2 Style

 April 29, 2021, 11:49:36 pm View in topic context
 Posted by HQ  in Universal Tournament Z2 Style (Started by DeCeballos March 24, 2021, 05:51:56 pm
 Board: Hyper DBZ

Cool edit! It has some great potential! Keep going!

Quick Color fix try:
Spoiler, click to toggle visibilty
>
    

Re: Teenage Mutant Ninja Turtles: Shredder's Revenge (Old School Beat em' Up)

 March 10, 2021, 07:03:24 pm View in topic context
 Posted by HQ  in Teenage Mutant Ninja Turtles: Shredder's Revenge (Old School Beat em' Up) (Started by Bane84 March 10, 2021, 04:58:06 pm
 Board: Gaming

So excited for that! :)

It really reminded me of this:
    

Re: [Fighting Game Template]

 February 23, 2021, 01:49:58 am View in topic context
 Posted by HQ  in [Fighting Game Template] (Started by HQ December 05, 2020, 10:59:22 am
 Board: Fighting Games

Its a Text based Input system that you can trigger to a character, a stage, a modus (Story Modus or VS for example), have showing randomly or always.
Also dialogues are possible of course :)

Some JOJO inspired Addition we added recently:
    

Re: New Roll Sprite Sheet for Capcom Universe.

 February 15, 2021, 10:50:08 pm View in topic context
 Posted by HQ  in New Roll Sprite Sheet for Capcom Universe. (Started by SNEAKYTING February 15, 2021, 02:36:15 am
 Board: Requests

Everybody was at some point a newbie at it :)

Try a resize like I did. Then just fill the empty spaces. Concentrate on the black outline. If you get the black lineart down you achieved 90% of what you need to learn to add new frames to the sheet.
    

Re: [Fighting Game Template]

 February 15, 2021, 12:27:06 pm View in topic context
 Posted by HQ  in [Fighting Game Template] (Started by HQ December 05, 2020, 10:59:22 am
 Board: Fighting Games

Thank you Lichtbringer!

The past weeks were pretty hectic but we made some good progress nonetheless. There are some really exciting things happening behind the scenes now, but here's something I can share right now:

The Cutscene System:


    

Re: New Roll Sprite Sheet for Capcom Universe.

 February 15, 2021, 12:00:01 pm View in topic context
 Posted by HQ  in New Roll Sprite Sheet for Capcom Universe. (Started by SNEAKYTING February 15, 2021, 02:36:15 am
 Board: Requests

While I don't have time for anything like that, this mini tutorial might help you to create the sprites yourself :)


The feet are rescaled to 125%.
    

Re: How to scale image keeping the quality

 January 28, 2021, 01:41:49 pm View in topic context
 Posted by HQ  in How to scale image keeping the quality (Started by demongorne January 27, 2021, 03:42:23 pm
 Board: Off-Topic Help

They talk about Photoshop.

HOWEVER, Gimp also should have the option of "Nearest Neighbor". While I have never used Gimp, a very quick google search finds you this information:

"In GIMP when you use Image > Scale Image, set the Interpolation method to "None" when rescaling. This will keep the hard edges of the pixels.

In Photoshop the equivalent when using Image > Image Size, is to set the method to "Nearest Neighbour (hard edges)"

Source: https://graphicdesign.stackexchange.com/questions/94905/changing-the-amount-of-pixels-in-an-image-in-gimp-or-photoshop-for-scaling-pur
    

Re: [Fighting Game Template]

 January 26, 2021, 01:35:32 pm View in topic context
 Posted by HQ  in [Fighting Game Template] (Started by HQ December 05, 2020, 10:59:22 am
 Board: Fighting Games

Still working hard on this:
    

Re: [Fighting Game Template]

 January 19, 2021, 01:43:18 pm View in topic context
 Posted by HQ  in [Fighting Game Template] (Started by HQ December 05, 2020, 10:59:22 am
 Board: Fighting Games

News bump:

Enclosed a small preivew of behind the scenes:
We are working on the simplest combo creator for the AI - it's not force playing moves but rather injecting the input sequence of each one.
Meaning you'll actually see it go through the motions like a real player; but it can fail sometimes (if the AI get's interrupted on the sequence for example).
This is a subcase for our AI only; we have a fully fleshed out conditional score based AI system in the works as well.

How to think of this in simple terms, is that instead of just relying on the AI doing random moves, you can tailor a few combos like this and give them a score (how high the chances are the AI has to pick this combo, e.g. ultra combos will have less score). This is helps to make the AI more human-like, like a prepared player and not just button mashing. The AI deciding to do a combo is of course conditional as well; you can specify other behaviors with a set of conditions, playing an anti air move for example.

All these might seem complex to do but rest assured we have a created a user interface in the editor to simplify them to just clicks :)


Video Link just in case it doesn't load via the image tag:
https://i.imgur.com/yaUb7Eq.mp4
    

Re: Graphic contest: Tien's meditational kicking!

 January 18, 2021, 12:40:45 pm View in topic context
 Posted by HQ  in Graphic contest: Tien's meditational kicking! (Started by Balthazar October 06, 2018, 11:54:59 am
 Board: Hyper DBZ

Quick edit! Just increased the hand size a bit and did a few small edits here and there, you'd of course need to clean that up!

Looking good :) Keep pushing it!
    

Re: [Fighting Game Template]

 December 26, 2020, 01:49:52 pm View in topic context
 Posted by HQ  in [Fighting Game Template] (Started by HQ December 05, 2020, 10:59:22 am
 Board: Fighting Games

Oh! While it would be possible to add the feature in the future, we decided -for the moment - to not add a palette selector inside the select screen.
The reasoning behind that, is that it just prolongs the time to start playing. After the character selection, one has to select the stage as well.
What you see in the video/ gif a the top of the page is only one character to begin with that already shows the different palettes.

Either way, it's worth noting for future updates! :)

Also tight sprite work!!
 
    

Re: Hyper DBZ -INDIGO Edition is GO

 December 26, 2020, 01:32:03 am View in topic context
 Posted by HQ  in Hyper DBZ -INDIGO Edition is GO (Started by Iced December 25, 2020, 10:07:38 pm
 Board: Hyper DBZ

First off:

Congratulations.

It has been ages since I touched the game and it feels like a completely new game to me.
Everybody involved surely put a lot of effort into fleshing out everything in there and it's really great to see the game still going strong.


Second:
We have had this before, but it's best addressed short & precise.
While Enma's Desk was originally started & eventually even finished by Gate, Enma & his animation is my work. After you - ICED- sent me the initial stage Gate had made, I overhauled everything and kept only the best (the core idea & the concept +parts of Gate's work such as the desk & the little yellow flowers that I had put in a new plant pot that I quickly had sketched and that I see has not been fully cleaned up yet).

On the left: Gate's magnificent work finishing what I animated. Right: My work. Judge for yourself and maybe reconsider how you credit work and these things. I know it's hard to decide how to properly credit anything that went through different hands, but not crediting it at all is not a respectful decision.


    

Re: [Fighting Game Template]

 December 22, 2020, 01:57:08 pm View in topic context
 Posted by HQ  in [Fighting Game Template] (Started by HQ December 05, 2020, 10:59:22 am
 Board: Fighting Games

Thanks FeLo! :)

1) right now it works like Mugen, so depending on which button you select the fighter, you have a different palette.
2) Interactive stages are already in. Transitions are in/ a weather change as well. A breakable stage object is on the to do list :)
3) You won't need to change the code if you don't want to, but there will be videos explaining how to make a new character, how to add x behavior etc.
4) Yes doable, but we only have one character right now so yeah :)
5) Yes is in.
6) We have different palettes selectable by the key you press. If you want different characters to be selectable from one character (example: Instead of showcasing 5 different Gokus, you could showcase just one Goku in the select screen and depending on the key you press it loads a different character instead of the palette. So Input x is Goku Normal, Input y is Goku SSJ, etc...)
    

Re: [Fighting Game Template]

 December 22, 2020, 12:51:48 pm View in topic context
 Posted by HQ  in [Fighting Game Template] (Started by HQ December 05, 2020, 10:59:22 am
 Board: Fighting Games

Oki good to know. :)

To be honest I don't know much about Unity.^^
Unity is a fantastic game engine! Been working with it for about 5 years now & love it! Give it a try!


This looks pretty good. Do you think it's only aplication is Fighting games, or could it be used for other genres like, say, Sidescrollers or Platformers?

Thanks Walt!
We have created a lot of tools that can be used in any game that's using pixels. The code of the template is by design very modular and open to modification but our goal with this is to provide everything you'll ever wish for when making a fighting game like SF or Kof. For other types of genres we have future plans however ;)

    

Re: [Fighting Game Template]

 December 12, 2020, 12:11:05 pm View in topic context
 Posted by HQ  in [Fighting Game Template] (Started by HQ December 05, 2020, 10:59:22 am
 Board: Fighting Games

Thanks Lichtbringer!

Unity is using C# - we created a very modular system that can easily be expanded if needed.
We had modability in mind since day one & put two years into perfecting while covering all the angles.
Users of any level shouldn't worry about the code but if someone wants to tweak it, we provide a fully commented code that explains everything in detail.

    

Re: MVC1 Custom Portraits Thread

 December 08, 2020, 09:37:35 pm View in topic context
 Posted by HQ  in MVC1 Custom Portraits Thread (Started by sanstrong August 13, 2020, 02:59:16 am
 Board: Sprite Projects

Great work!!! Love how stylistic these are!

Only one nitpick, besides the stuff that has already been mentioned concerning Cloud. His thumb looks a bit long in the first portrait! Other than that - keep rocking!