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BLEED's work (Read 88655 times)

Started by Bleed, September 29, 2011, 06:33:34 am
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Re: BLEED's work
#161  January 20, 2012, 07:51:07 pm
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Dude, that's good! I did not know this. I will. Your characters are awesome!

"A loser will beat a genius through hard work!"- Rock Lee
Re: BLEED's work
#162  January 25, 2012, 02:14:39 am
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Just a sketch this time, I've been drawing Ryu's face over and over lately to get his likeness down.  When I go over the 3D model again it should look more accurate.

This is a 10-15 minute sketch with pen.  I try to do some of these every day to stay in practice.
Drawing with a pen tricks my brain to not make as many mistakes.  If I work with pencil, I take like 20 minutes for the same result... weird but it works.

Re: BLEED's work
#163  January 25, 2012, 02:30:45 am
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I think I poo in my pants! :o That some great work you got there! I can see you work hard on him keep it up bruh!!!
Re: BLEED's work
#164  January 25, 2012, 04:02:46 am
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wow now thats a  nice sketch man. keep up the great work ;)
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Re: BLEED's work
#165  February 03, 2012, 07:28:03 am
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A little more progress







Re: BLEED's work
#166  February 03, 2012, 02:02:14 pm
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Do you have any future plans for your previously released Scorpion?
Re: BLEED's work
#167  February 03, 2012, 06:15:35 pm
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Yeah, I've been replacing the sprites with the UMK3 3D model, and cleaning up the code.

Added another variable to his attacks that checks for stability.

A stable attack is like a jab

A non stable attack is like a round house.

If you are counter hit during a stable attack, you get the normal reaction.  If counter hit during a non stable attack, he stumbles or falls.



I was also thinking about getting rid of the crouching state for the most part, replacing it with something that works in about the same way but is standing.  That way I can make the fighting look even more realistic. 

Crouching attacks could be standing low kicks, or the sweep.  Crouching to evade moves would be automatic swaying like in boxing.

I'm just watching movies and trying to find ways to fit that look in to the game play.
Re: BLEED's work
#168  February 03, 2012, 06:30:20 pm
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A stable attack is like a jab

A non stable attack is like a round house.

If you are counter hit during a stable attack, you get the normal reaction.  If counter hit during a non stable attack, he stumbles or falls.
That sounds really interesting... I can't wait to see how this looks when implemented.

I was also thinking about getting rid of the crouching state for the most part, replacing it with something that works in about the same way but is standing.  That way I can make the fighting look even more realistic.

Crouching attacks could be standing low kicks, or the sweep.  Crouching to evade moves would be automatic swaying like in boxing.
...
This also sounds unique and interesting although I'm not sure how' this would work out for someone who knows nothing of his gameplay (Assuming the player's opponent has no idea of Scorp's system).

I'm definitely gonna keep an eye out for you.  You're definitely one of the more creative and innovative thinkers around here bro. ;)


Re: BLEED's work
#169  February 05, 2012, 03:24:55 am
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Very good! Each time I come take a look at his work I'm most amazed! You are doing an excellent job!

You will make the Scorpion with the UMK3 sprites or will make you with classic sprites?

"A loser will beat a genius through hard work!"- Rock Lee
Re: BLEED's work
#170  February 05, 2012, 05:19:40 am
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I have a question bleed are you gonna realease both the classic and UMK3 scorpion or are you gonna realease them separate? Alos, out of curiousity what parts are left for you to make 3d for the UMK3 scorpion?
Re: BLEED's work
#171  February 05, 2012, 01:20:42 pm
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wait when you said it won't be crouching but it will have a similar effect do you perhaps mean a tekken steve lean (when he leans back, forward or to the side  to avoid a hit)
Re: BLEED's work
#172  February 05, 2012, 06:58:13 pm
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I'll make scorpion with the UMK3 sprites and the MK1 sprites you can choose the costume and both have the same moves, but a little different looking animations.

The character can use the different play styles, so you can choose how to play.  MK1 style MK2, MK3, UMK3.....  I haven't gotten all these modes fleshed out but the base is ready.

I need to link certain moves to work in the specific modes, also link adjustments in gravity, hit def's, velocity, etc.  All that stuff can change depending on what mode is chosen.  It's done with a bunch of on and off switches using variables.


Steve Fox, Brad Burns, Brad wong... the evade moves they have are sort of what I have in mind, yeah.

I have a system for the defence in place, that makes the block animations change depending on what move the enemy is doing.  I can match them perfectly, so having these animations happen on que is possible.


If you hold down Back, = Normal crouch state.  The animation is standing ready with hands down.

If a low attack is thrown, you may see him block with his leg.

If a high attack is thrown, you may see him duck under it.

There are several options for different attacks, based on timing, direction, height and distance.

I may add another variable that checks the previous block animation to use one that fits the situation and blends from the last pose.






[Update on UMK3 scorp]; added animations

- Neutral jump
- Diagonal jump
- crouch
- Neutral High kick

I'll make a few more today.

[edit] more animations done

Standing get hit Low
Blow back fall
Land after fall
Mugen knock up fall start = Looking straight up
Mugen Knock up fall end = dive looking fall
Kick stand up

Re: BLEED's work
#173  February 06, 2012, 09:22:06 am
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Made another one, It plays slow online.

Needs a little more smoothing, but so far this and all the others are working in mugen.  I'll go over some of the animations again, later as needed.

Re: BLEED's work
#174  February 06, 2012, 09:33:34 am
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looks awesome..just outta curiosity do you plan on doing any MK9 looks?


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Re: BLEED's work
#175  February 06, 2012, 06:42:19 pm
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Re: BLEED's work
#176  February 06, 2012, 07:24:31 pm
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Made another one, It plays slow online.

Needs a little more smoothing, but so far this and all the others are working in mugen.  I'll go over some of the animations again, later as needed.


Man! this is smoooooothly AWESOME!!  :sugoi:
Re: BLEED's work
#177  February 06, 2012, 07:58:03 pm
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now this is sick dude.
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Re: BLEED's work
#178  February 07, 2012, 05:13:56 am
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Corkscrew fall animation is done now.


Point out all the little details you see, It's okay.  Sometimes you guys will spot things I didn't even notice, so go ahead and post whatever you think looks weird.



[edit]

Here's another one, it needs more work, the motion is still a little rough.

Re: BLEED's work
#179  February 07, 2012, 05:37:15 pm
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This looks so much better than Real Life Actors. Keep it up dude.
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Re: BLEED's work
#180  February 07, 2012, 05:41:20 pm
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