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Stay Puft Marshmallow Man Char (Read 5869 times)

Started by DoubleDandE, February 28, 2012, 04:09:59 am
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Re: Stay Puft Marshmallow Man Char
#21  April 12, 2012, 03:46:31 am
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giant stay puft is definately better than normal-sized stay puft. good luck with this project

Re: Stay Puft Marshmallow Man Char
#22  April 12, 2012, 09:40:03 am
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 ;D Hey nice work so far!

This is the kind of stuff I like.  :sugoi: I've just started making stuff for mugen to so I know the pain you are going thru. :sugoi: Keep it up, you'll get there in the end. I agree with everything else said thus far in the thread also. Great idea to make him a giant char. 8)

Also I need comments on how to make this yo-yo look more believable as if it is rolling on the ground.

hmmmm, well the spinning motion works. It could be improved (maybe give it a vertical spin shadow?) Also, how are you hoping the animation to be used? Is it a move? Does he drop it? ect. ect. I think if you added the string for directional refference that might help also.

:) yep, good luck.
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Re: Stay Puft Marshmallow Man Char
#23  April 13, 2012, 05:41:30 am
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looks really good from here, glad to see u havnt lost it again lol keep it up  :sugoi:

No, I almost did, but I'm back again this time.

Ah cool, you are back...looking good keep up the good work.
giant stay puft is definately better than normal-sized stay puft. good luck with this project

Again thanks for the good luck. He does look much better now, and much more like Stay Puft ;)

;D Hey nice work so far!

This is the kind of stuff I like.  :sugoi: I've just started making stuff for mugen to so I know the pain you are going thru. :sugoi: Keep it up, you'll get there in the end. I agree with everything else said thus far in the thread also. Great idea to make him a giant char. 8)

Also I need comments on how to make this yo-yo look more believable as if it is rolling on the ground.

hmmmm, well the spinning motion works. It could be improved (maybe give it a vertical spin shadow?) Also, how are you hoping the animation to be used? Is it a move? Does he drop it? ect. ect. I think if you added the string for directional refference that might help also.

:) yep, good luck.

Thanks for the support, right now I'm trying to draw out the sprites for the terror dogs and it's going slow. I need to think about the yoyo thing, from what I tested today in Mugen, he might not be able to do it. He was suppose to walk the dog or throw it like he did in the cartoon, some sort of projectile attack without having to call out a helper, but when I first uploaded the sprites and ran him in Mugen, he barely fitted in the screen (I had to resize him down a bit :/). But oh well, we'll see how it goes from here.
So far he's in mugen, doesn't do anything so far. Trying to figure out how to make a character like him work (it's the first time I'm doing a project like this), and overall an idea of the stage. May need help getting sounds though...
Tomorrow I'll upload what I have of the subway ghost, test animation of the terror dogs, gozer,and a screenshot. I would have done it today, but I alas, I have work needing to be done... See you guys tomorrow. :sugoi:

Re: Stay Puft Marshmallow Man Char
#24  April 13, 2012, 03:27:04 pm
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Hold on...That fireball looks...unavoidable. Maybe it could be a small fireball decending downward and tilted with the AngleDraw controller, just a suggestion.
Re: Stay Puft Marshmallow Man Char
#25  April 13, 2012, 08:43:39 pm
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Hold on...That fireball looks...unavoidable. Maybe it could be a small fireball decending downward and tilted with the AngleDraw controller, just a suggestion.

Thanks, yeah I'm changing it to a small fireball. Actually it will just be a floating skull, like that in the game.

Hope everyone's Friday the 13th has been very good so far. ;D Here's an update. So far I have ran him in Mugen, and gotten to the point of coding one attack. I'm still tweaking his size, as evident in the snapshots, and tweaking his attack. I also have to figure out how he'll get damage, as so far no one seems to be able to hurt him. Lots of checking and coding to do.


As you can see he looks very well, though in one of them he's a bit more pixelated. I'm not sure how that happened, both are from different Mugen games/stages. Does that have anything to do with it?

Here's some test animation of the subway ghost that'll launch out some ghostly projectiles before charging off the screen. It'll be quick and suprising, as he'll be coming from the ground rather than the sides as helpers normally come from. He's missing some frames, but I like what I see so far, so I'll be adding color to him and details. Also, his arms and tentacles haven't been added yet, because they're seperate from him for various reasons...


And finally, Zuul and Vince-Clortho. Zuul's looks fine, as she'll just charge downward in an angle and then charge upwards, meant to be as an anti-air attack. Her animation looks very well, and I'll start drawing over the stick figures. As for Vincey boy, he needs work. He's going to be charging horizontally on the ground, and I need to see some videos of cheetah's or dogs running (hence, that's why his back legs are not moving is because I need to know how they move), but his front legs look okay, unless I missed something. Overall, they still need some tweaking, so that's what I'll be doing for the next couple of days. Who knew animating terror dogs would result in one studying the animal anatomy and how it works?:/


I'll keep you guys updated if I make any more improvements, until then, have a very good weekened. :sugoi:
Re: Stay Puft Marshmallow Man Char
#26  April 14, 2012, 02:03:37 pm
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 :sugoi: ahhaha, nice. He's looking good. Just going by that screen shot i'll say to me he looks like he's standing to straight. An idea, maybe have him hunched over a bit more so he just fits into the screen. And I think you could make him even a little bigger, maybe show less of his mid section. He is supposed to be masive, after all.  8)

Good to see progress.  Keep it up! :sugoi:
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Re: Stay Puft Marshmallow Man Char
#27  April 15, 2012, 05:36:13 am
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but his front legs look okay, unless I missed something. Overall, they still need some tweaking, so that's what I'll be doing for the next couple of days. Who knew animating terror dogs would result in one studying the animal anatomy and how it works?:/


I'll keep you guys updated if I make any more improvements, until then, have a very good weekened. :sugoi:

It helps to just cycle one of the legs in the run then copy it and offset the timing by one or two frames for the other leg. In most cases for animals with legs (even quadrapeds) one foot/paw always hits the ground just before the other one on the other side. I'm sure that if you do a search for animated gifs of animals running, you should get a good reference.
Also, pay attention to the relationship between the front and back legs for each side as it is crucial to the balance of the run. But you will find it most helpful after you find the gif for reference.

Anyway, good luck with your project.

Cheers,
Rev.  ;P
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Re: Stay Puft Marshmallow Man Char
#28  April 15, 2012, 05:42:40 am
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Loving it soooo much!  I was a huge fan of the cartoon...The Sandman..The Boogieman..Grundel...ah the memories..keep it up!  And everything is looking good so far :sugoi:
Re: Stay Puft Marshmallow Man Char
#29  April 15, 2012, 05:51:49 am
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Re: Stay Puft Marshmallow Man Char
#30  April 25, 2012, 08:17:09 pm
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Hi Everybody! Sorry for a week later update. Last week was busy. This week things returned to normal after fixing a few house items that needed to be fixing :P.
It helps to just cycle one of the legs in the run then copy it and offset the timing by one or two frames for the other leg. In most cases for animals with legs (even quadrapeds) one foot/paw always hits the ground just before the other one on the other side. I'm sure that if you do a search for animated gifs of animals running, you should get a good reference.
Also, pay attention to the relationship between the front and back legs for each side as it is crucial to the balance of the run. But you will find it most helpful after you find the gif for reference.

Anyway, good luck with your project.

Cheers,
Rev.  ;P


Thanks Revanto for that information, it seems to be helping me much nicely. I've decided to switch Zuul to the one running across the screen. That way if you win, and it's still out in the middle of the screen, it will stop and yell "Zuuul". I think that might be cool.

:sugoi: ahhaha, nice. He's looking good. Just going by that screen shot i'll say to me he looks like he's standing to straight. An idea, maybe have him hunched over a bit more so he just fits into the screen. And I think you could make him even a little bigger, maybe show less of his mid section. He is supposed to be masive, after all.  8)

This actually looks better. I'm not too far off from spriting his arms as was before. Funny thing though, it takes roughly about forty minutes to an hour just to sprite two arms :-X. But I should have him back to where he was before. Overall he looks more massive. Thanks again.



As you can see, I still need to make the floor helper where it cuts him off at the bottom and to adjust his head and body position that way it doesn't look funny on screen. Overall though he's coming nicely. I'll be making his arms, of course, and I'll also see about redoing the Ghostbusters Firehouse stage that's on the first post. Until then, see you guys later in the week, as I'm sure I'll have something done by then... ;)
Re: Stay Puft Marshmallow Man Char
#31  April 26, 2012, 04:04:09 am
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Re: Stay Puft Marshmallow Man Char
#32  April 26, 2012, 06:03:08 pm
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i'm just noticing right now that the "Stay Puft" words in his hat are backwards when he faces the other way, i'm pretty sure that's fixable

There probably is a way, but none that I know of. It would be neat, but if any body can help out with that (or figure a way to have the words read the right way), than I will really will appreciate it and credit will be given. :sugoi:
Re: Stay Puft Marshmallow Man Char
#33  April 26, 2012, 06:22:04 pm
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Dont forget you need to make a player two side for the text. If you look at his cap youll noticed that the words are in reverse.
Re: Stay Puft Marshmallow Man Char
#34  April 26, 2012, 09:26:24 pm
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YOU NEED TO

 - Have the text drawn both ways. It won't show right just because of Magic
 - When coding this in Mugen, you need to make the text A HELPER that changes depending on where he's facing.
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Re: Stay Puft Marshmallow Man Char
#35  April 27, 2012, 05:36:18 am
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i'm just noticing right now that the "Stay Puft" words in his hat are backwards when he faces the other way, i'm pretty sure that's fixable

There probably is a way, but none that I know of. It would be neat, but if any body can help out with that (or figure a way to have the words read the right way), than I will really will appreciate it and credit will be given. :sugoi:
YOU NEED TO

 - Have the text drawn both ways. It won't show right just because of Magic
 - When coding this in Mugen, you need to make the text A HELPER that changes depending on where he's facing.

Don't worry about it for now DDE, i'll fix it for you when you have all the sprites.  :sugoi: Easy fix.

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Re: Stay Puft Marshmallow Man Char
#36  April 27, 2012, 09:59:26 am
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Re: Stay Puft Marshmallow Man Char
#37  April 27, 2012, 04:37:57 pm
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Re: Stay Puft Marshmallow Man Char
#38  April 27, 2012, 06:01:10 pm
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I like your fantastic char, I wait his release. I give some sprite for you from the game Ghostbusters.
Re: Stay Puft Marshmallow Man Char
#39  April 27, 2012, 10:56:15 pm
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Nice sprites so cool..Seeing you guys make stuff really makes me want to learn how to do this..cause I got some good ideas I think.
Re: Stay Puft Marshmallow Man Char
#40  April 30, 2012, 03:52:01 pm
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Nice sprites so cool..Seeing you guys make stuff really makes me want to learn how to do this..cause I got some good ideas I think.

You should give it a try.  ;D If you have the time and commitment, anything is possible.

 :P I'd like to see something done by you.
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