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Davismaximus's WIP thread - Butt Commander (Read 27272 times)

Started by davismaximus, October 09, 2012, 10:25:09 pm
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Re: Davismaximus' WIP thread - Mega Man Color Separation
#81  September 08, 2013, 04:11:34 am
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pretty cool hope sean will use them
Re: Davismaximus' WIP thread - Mega Man Color Separation
#82  September 08, 2013, 04:16:37 am
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Well it's, seems like a complicated CS, my opinion is: Since you already CSed Doom, why not CS someone else? I understand you want to give him something new and separate his FX from the sprites, and I totally agree with that part.
But why CS him again? You could just separate his FX, and hi-res them so any coder can make how he deserves.
But I think you're giving yourself too much work IMO, just saying...
Thanks Watta for the sig and avi.

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Re: Davismaximus's WIP thread - Dr. Doom 2.0
#83  September 08, 2013, 04:18:16 am
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Voted both because I'm a jerk.
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Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#84  September 08, 2013, 04:27:32 am
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Definitely both.
You might as well go all the way, right?  :P
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#85  September 08, 2013, 04:46:11 am
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Re: Davismaximus' WIP thread - Mega Man Color Separation
#86  September 08, 2013, 06:10:46 am
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But why CS him again?

Basically Doom was my first attempt at CS'ing, and I didn't separate everything I originally wanted to.  With Felicia and Bison I tried to do as much as possible, without messing with the original sprites (i.e. being able to have the classic palettes with nothing out of place).  Since I was planning on separating Doom's effects anyway...why not go ahead and do some more colors in the meantime?

@A$AP Buckus:
As much as I would love to try CS'ing dude, I really don't think I have the patience for that.  Just looking at that sprite gives me a headache, lol. 
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#87  September 08, 2013, 06:25:43 am
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IMO that CS is an overkill, too much unneeded stuff. Separating the effects would have been enough. Is your stuff anyways so if you wanna do it go ahead but the current separation is fine as it is.

Re: Davismaximus's WIP thread - Dr. Doom 2.0
#88  September 08, 2013, 08:26:18 pm
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I couldn't resist option 4. Aside from that, I feel you should just separate the effects.
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#89  September 10, 2013, 02:45:41 am
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Did a few palettes to show off what can be done:

First three are different iterations of Doom; Infinity Gauntlet, Manga, and Ultimate.  Last two are custom.

As of right now I'm just working on separating the effects.  I'll more than likely have to re-do his entire palette, and I might have to have a separate one just for his effects. 

Edit:
More effect stuff:
Last Edit: September 10, 2013, 04:58:58 am by davismaximus
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#90  September 10, 2013, 08:05:12 am
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Also, separate front-hand(Infinity Gauntlet wearing) effects from the back-hand effects. Front hand wearing Infinity Gauntlet could use different effects, i think.
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Re: Davismaximus's WIP thread - Dr. Doom 2.0
#91  September 11, 2013, 12:28:14 am
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Separating the effects for each hand seems like too much work for such little gain.  Anyway, here's some more stuff:


With the first animation, I'm not sure if I should leave the white flash on Doom, or just keep it on the effect itself.
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#92  September 11, 2013, 12:35:58 am
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I say remove it, PalFX would work better for that
Thanks Watta for the sig and avi.
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#93  September 11, 2013, 01:11:28 am
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I'll work on it, just noticed the shading surrounding the flash effect changes as well.  Maybe I'll just do two versions and let whoever uses them decide what works best.

Working on the back dash right now and I've hit a bit of a snag.  Any spriters wanna take a crack at filling in the blank space?

It doesn't have to be perfect, as it will be partially covered by his thrusters, but it's a bit out of my ability.

Nevermind, I found what I needed.  I'm dumb and didn't see the extra sprites in the .sff file.  Yay.
Last Edit: September 12, 2013, 03:23:37 am by davismaximus

DW

Re: Davismaximus's WIP thread - Dr. Doom 2.0
#94  September 11, 2013, 01:56:53 am
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Re: Davismaximus's WIP thread - Dr. Doom 2.0
#95  September 11, 2013, 02:02:42 am
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IMO, that should be a new shade, although I'd recommend it's one shade for the glow and not a new slot for each separated part.
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#96  September 11, 2013, 02:45:12 am
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So something like this?


More stuff, trying to get through the easier ones first.
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#97  September 11, 2013, 02:48:39 am
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I was afraid you would encounter that problem with the sprites that uses his "jetpack" to give it a name. Hope you get someone to complete it thought.
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#98  September 11, 2013, 02:58:09 am
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I believe that's the only sprite with that problem, so it's not that big of a deal.  I was able to edit the frame after it pretty decently, and the animation just cycles between the two with only the flames moving.  If I can get help with that one sprite the rest won't be a problem, otherwise I'll stick it at the back of the pile and try to edit it myself later.
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#99  September 11, 2013, 03:04:21 am
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^ That´s actually a pretty nice edit. I was worried for a second.
Re: Davismaximus's WIP thread - Dr. Doom 2.0
#100  September 11, 2013, 03:21:11 am
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Thanks, but to be fair, that particular frame had barely any flames on it to begin with.

Edit:
More stuff


Last Edit: September 12, 2013, 12:59:59 am by davismaximus