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.
I think I poo in my pants! That some great work you got there! I can see you work hard on him keep it up bruh!!!
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 jabA 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.
Bleed said, February 03, 2012, 06:15:35 pmA stable attack is like a jabA 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.Bleed said, February 03, 2012, 06:15:35 pmI 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.
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?
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?
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)
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 kickI'll make a few more today.[edit] more animations doneStanding get hit LowBlow back fallLand after fallMugen knock up fall start = Looking straight upMugen Knock up fall end = dive looking fallKick stand up
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.
Bleed said, February 06, 2012, 09:22:06 amI'd point out the physics of the groin cloth but I know that your going to make this look smooth as fuck anyways.
Bleed said, February 06, 2012, 09:22:06 amMade 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!!
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.