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Knight (Read 4519 times)

Started by xxxXx, August 15, 2012, 10:48:17 pm
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Re: Knight
#21  August 17, 2012, 08:41:53 pm
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i would not go with the cvg temp or any temp lol because guys here would eat you alive if you used anyone lol. ultimately how the character plays is up to you as it is your character. but the golden axe thing sounds cool
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Re: Knight
#22  August 28, 2012, 09:37:58 pm
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OK guys, time for an update...

here is a sample new anim:



knight has basic movement done + standing attacks (animations only)

what is left is other attacks, hitstates ans specials
CODING

if anyone is interested, I'm posting a pre-aplha:

http://www.4shared.com/rar/bbAmCXR8/Knight.html

Now, I have a new idea for coding: simplified Street Fighter: supers require power, so as hypers, standart combos etc.
Last Edit: September 02, 2012, 10:38:09 pm by xxxXx
Re: Knight
#23  September 01, 2012, 06:17:55 pm
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xxxXx

Do you have already done these three Mechs Warlocks and another one for the BOT ?
Re: Knight
#24  September 02, 2012, 10:13:31 am
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Nope, the project is on hold. I'm planning to go back to it in a month or so. Thanks for interest though :)
Re: Knight
#25  September 02, 2012, 05:53:26 pm
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Tested the alpha.
I like the way the animations are set up.

- The run is odd though. I don't like how he turns his back to the camera, when all other animations have him "facing it".
- The motion/blur effect with the sword on some attacks is odd (replicating the sword at different angles).
Re: Knight
#26  September 02, 2012, 10:37:01 pm
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Tested the alpha.
I like the way the animations are set up.

- The run is odd though. I don't like how he turns his back to the camera, when all other animations have him "facing it".
- The motion/blur effect with the sword on some attacks is odd (replicating the sword at different angles).

Thanks for the info man, much appreciated.

I'm not to happy with running animation myself, I used mostly the original source. I'm thinking of making him hop rather than run, we'll see what comes out.

as for the sword attacks, again I used much from the original source. I don't think I can alter much here, there just are no intermediate frames nad frankenspriting them might be out of my reach.
Re: Knight
#27  September 02, 2012, 10:42:14 pm
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It sounds like if you are using a reference for the sprites, am I right?
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Re: Knight
#28  September 02, 2012, 11:15:30 pm
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Re: Knight
#29  September 02, 2012, 11:21:24 pm
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Re: Knight
#30  September 21, 2012, 07:12:31 pm
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Re: Knight
#31  September 22, 2012, 06:45:47 pm
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i tested your update and so far the knight's supers are basically spriteswaps of kfm
Re: Knight
#32  September 22, 2012, 07:50:52 pm
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Re: Knight
#33  September 22, 2012, 08:54:03 pm
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isn't that knight from dungeon fighter online?
Re: Knight
#34  September 22, 2012, 09:17:59 pm
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Re: Knight
#35  September 22, 2012, 09:26:22 pm
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Re: Knight
#36  September 30, 2012, 08:22:45 am
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I've added a special + redesigned the old ones. Tell me if you like that (link in the first post)
Re: Knight
#37  September 30, 2012, 11:24:26 am
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Re: Knight
#38  September 30, 2012, 11:27:49 am
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Re: Knight
#39  September 30, 2012, 11:42:07 am
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State 1100, 1101 and 1102 don't hit the enemy if he is too close.

I like a lot that when the knight attacks in air he lands in the same attack pose.

Re: Knight
#40  September 30, 2012, 12:40:37 pm
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- A readme would be nice at this point, to know what moves he has and potentially what's planned for later.
- Basic combo system is odd at times. I can chain a,b,c, but not x,y,z. I can even chain a,z or x,z but not b,z or y,z.
- No run sound.
- I like how you're handling the speed effects for the sword. :) Only thing bothering me is that they stay during a hitpause. Best way would probably be to display them as a helper/explod so they can move during the hitpause, after separating them from the Knight's sprites.
- All crouching basic are misaligned. The feet move one or two pixels during the attack.
- Is it normal that the specials drain power but give back power when they hit ? Sounds odd.
- Why a superpause for specials (even though it's short) ?
- Kinda missing envshake for specials (qcf/qcb P), especially since normals have some already.
- I can chain c.LK 4 times. Dunno if this is intended.
- Same for s.LP and s.LK.
- Is it normal qcf+P has so much cornerpush ?
- qcb+P could have the start distance changing depending on strength. All versions miss at close range, while you could have qcb+LP deal 3 hits starting close to Knight.
- qcf+P in the air seems to have the stand version sprite during the superpause.

Nice progress so far. Kinda hoping next attacks will have more "power" into them. The knight is bulky, but his attacks kinda look a little weak or something. May be due to hitpause/hittime/envshake/hitsound/hitspark.