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Girard's CS WIP Thread: Shermie Template Up (Read 52365 times)

Started by Girard, March 12, 2013, 06:49:26 pm
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Poll

Which palette do you prefer for Shermie and Orochi Shermie's default palette

KoF 97 & 02
6 (35.3%)
NGBC
6 (35.3%)
KoF 97(OS)
3 (17.6%)
KoF 02(OS)
2 (11.8%)

Total Members Voted: 11

Voting closed: December 20, 2014, 07:51:42 pm

Re: Girard's CS WIP Thread: Yamazaki
#321  April 11, 2014, 02:05:54 pm
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I have like Zero motivation to work on Yamazaki i want to move onto another character but i don't wanna ditch finishing Yamazaki a problemling dilemma, This is the CLSN i went with for the KoF2003 stance just want a second opinion on it.


The stance looks nice, though the problem may be him transitioning fluid from his attacks. Similiar to how people wanted JMM to add that weird Ryo stance to his edit of CK's Ryo. While it could have worked it that case, it was still pretty odd, and would have required a fair amount of working around to get it to flow well. I'm not sure just how well this stance will flow with the rest of his CvS default animations...
To me it seems to work fine but i'll make a video to show case it so i can get other peoples opinions on it.


Also finally did this only the Basic punches right now since my laziness has prevented me from getting beyond them.


You don't need to do any coding, nor any CLSN work. Just make sure the first frame of the animation is the only frame with CLSN in it, and that those CLSN are the constant, CLSN2Default type. Also add the line "LoopStart" just before the 2k3 stance part, so it will loop correctly. Transition looks fine as it is.

So you can have normal stance as animation number 0, 2k3 stance as animation number 1, etc. If someone wants to change the animation they just need to edit the air file and switch the numbers around. Or, for lazy people, you could provide copies of the air with that already done.

i know it's a late reply but thanks this made me realize it was pretty easy.

It looks fine, but you can do what leona had. That is, have the stance be random or dependant on how many powerlevels he has.

Sounds interesting I'll have to look into that.

Last Edit: April 11, 2014, 02:50:17 pm by Girard

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Re: Girard's CS WIP Thread: Yamazaki
#322  April 11, 2014, 02:38:58 pm
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That all looks fine. Good job. In response to what Iced said... That however will require coding. Nothing extremely difficult, but it will require it all the same. I think it better overall, and for you, that you just go with JMM's suggestion about handling that.

That's too bad to hear about losing motivation for him. Though, I can relate to losing interest in a project. Might be best to just put him on hold for awhile, until you get it back. Who else did you have in mind? If you don't mind me asking.
Re: Girard's CS WIP Thread: Yamazaki
#323  April 11, 2014, 03:46:45 pm
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I have like Zero motivation to work on Yamazaki i want to move onto another character but i don't wanna ditch finishing Yamazaki a problemling dilemma, This is the CLSN i went with for the KoF2003 stance just want a second opinion on it.


keep the original stance clsn even fi it's innacurate to teh surrent stance, other wise you will end witha  lto of balance problems as teh stance clsn is supossed to be the same as the one in the standing get hits.

DW

Re: Girard's CS WIP Thread: Yamazaki
#324  April 11, 2014, 04:06:54 pm
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While that is true, Waru's chars don't really follow suit of using the standing clsns for the high/low standing gethits. His standing anims don't use clsn constant either. All things considered, I think what he has there is fine, those aspects considered of course.
Re: Girard's CS WIP Thread: Yamazaki
#325  April 11, 2014, 04:43:20 pm
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warusaki does nto even use accurate clsns, tho.

DW

Re: Girard's CS WIP Thread: Yamazaki
#326  April 11, 2014, 04:55:29 pm
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It's not about being accurate. I don't understand why you even brought that up... :-\ It's about how he mapped his clsns in general. That what he did for the alt stance shouldn't cause any balance issues like you brought up. If anything, and also to be safe though, he could take the first two clsn values from his original stance, and apply them to the alt stance. So it can work like you suggested.
Re: Girard's CS WIP Thread: Poll
#327  April 18, 2014, 06:00:34 pm
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Made a Poll to help decide if i should keep working on Yamazaki or move to something else and come back to him.

That's too bad to hear about losing motivation for him. Though, I can relate to losing interest in a project. Might be best to just put him on hold for awhile, until you get it back. Who else did you have in mind? If you don't mind me asking.

Well first finishing another project but after that i'd want to CS either Shermie, Shen Woo, Athena or Malin beside Yamazaki i'm open to other suggestions though.


keep the original stance clsn even fi it's innacurate to teh surrent stance, other wise you will end witha  lto of balance problems as teh stance clsn is supossed to be the same as the one in the standing get hits.

All right changed the alt stance to the original stances clsn's guess i should of checked the 2003 Yamazaki's since they do this.

Re: Girard's CS WIP Thread: Poll
#328  April 18, 2014, 06:06:52 pm
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shermie's good, voted shermie.

DW

Re: Girard's CS WIP Thread: Poll
#329  April 18, 2014, 06:12:01 pm
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Voted Shermie as well. That CS together with those sprites looks great.
Re: Girard's CS WIP Thread: Poll
#330  April 18, 2014, 08:53:01 pm
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Also voted Shermie.
Click my Sig if you want a CS commission!
Re: Girard's CS WIP Thread: Poll
#331  April 18, 2014, 09:11:26 pm
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Shen because Shen. Shermie looks pretty nice with that separation, it really makes the sprite stand out.
Re: Girard's CS WIP Thread: Poll
#332  April 18, 2014, 09:45:19 pm
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Voted Shen.
Re: Girard's CS WIP Thread: Poll
#333  April 19, 2014, 01:32:07 am
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Wow, so little love for Malin. :(
Re: Girard's CS WIP Thread: Actual work gets done
#334  June 24, 2014, 02:29:32 am
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Wow i really was the only one to vote for Malin that's depressing.  Anyway i finished that other Project i was doing so now I'm ready to work on Shermie since i don't see any of the other characters getting more votes then her before i close the poll tonight. Not sure if I'm gonna keep the Separation the same may drop the hair tail, sleeves, waist band, trimming and the holes in the skirt separation unless people really like it the way it is.

Re: Girard's CS WIP Thread: Actual work gets done
#335  June 24, 2014, 02:47:33 am
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I love it, but from person experience, super extensive CSes make progress waaaaay longer to the point where you lose interest. I say keep the sleeves, though.
Click my Sig if you want a CS commission!
Re: Girard's CS WIP Thread: Actual work gets done
#336  June 24, 2014, 02:57:16 am
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I would've voted Malin, but you already know who that went to. :sadgoi:

Not a huge fan of extensive CS but it looks good on Shermie.
Re: Girard's CS WIP Thread: Shermie
#337  June 27, 2014, 10:24:15 am
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All right kept it the same but added separation for her Underwear, Cell Phone,Earrings, Mouth and Teeth. Only problem now is Ahuron's Shermie has all her effects and other miscellaneous stuff separated and they fill up her Palette table and even when i make duplicate colors share there isn't enough room. So unless i can cut the effects down enough or someone plans on making a Shermie i may just skip doing a patch and just release the Sprites when their separated. Also does anyone know if any Midnight Blisses for Shermie exist.
Don't make Palettes with this.


Re: Girard's CS WIP Thread: Shermie Template Up
#338  July 04, 2014, 10:34:13 pm
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Ignore the last post patch will be for Ahuron's Shermie figured out the effects thing here's the template.

KoF97/2002, NGBC, KoF2000

Orochi Shermie 97, 2002

Re: Girard's CS WIP Thread: Shermie Template Up
#339  July 05, 2014, 02:13:20 am
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Re: Girard's CS WIP Thread: Shermie Template Up
#340  July 05, 2014, 11:16:06 am
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Some palettes:

Blonde Nature

Temptress of Lust

Dandy Blue