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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
#41  May 02, 2012, 09:23:51 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.
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.

I've decided on making him another head, that way the hat is on the otherside. Thanks for the advice :sugoi:.

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

All right, thanks again [IN]famous. ;D
Those are some neat sprites you found there Dictador. Gives me some ideas...
Yes indeed, Zingo you should give it a try. I'm not an expert coder, but there are people here that will help you. All you have to do is ask. Very interested in the ideas you have.

Well, how's everyone's week been so far? Good? Here's an update. Added Staypuft's small portrait, finished his first attack, and added the floor explosion so it can cut him off at the bottom. I may make the shoulder sprite of his arm seperate, so it too can get cut off. As you probably can see, it looks strange being ontop of the floor.
Also, I've run into a bit of trouble: His attack stopped working. I'm going to try to fix it this week, as well as add in his flying Skull projectile. So hopefully things work out. Also, I need to fix the problem of an enemy standing above the floor sprite for Stay Puft. I'm still alligning and positioning around his sprites, so this may change by the end of the week. The two pictures below show what I have so far, and the problem of him not hitting E.Ryu.


Also, I ran into this problem while seeing if I can still hurt him. Working on that right now, but as you can see, E.Ryu's background Hyper portrait goes over his body. I'll wait on that thought, but it gives an idea of the problems I am running into while coding this guy...

That's what I have and I'll show more later this week.

Off-Topic:
Is the Ash edit in this picture public? Because it looks really good.

That's something you'll have to wait and see.. :ninja:
Re: Stay Puft Marshmallow Man Char
#42  May 02, 2012, 10:09:39 pm
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Ah, Ghostbusters!!

This will be such an amazing boss fight in Mugen.

BTW, a suggestion for the boss floor. Why not base it a bit on the floor from the rooftop level in Mortal Kombat?
Re: Stay Puft Marshmallow Man Char
#43  May 03, 2012, 03:32:02 pm
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Yo DoubleDandE, one more thing (well, maybe 2)

Since you're spriting what seems to be a VERY large character, you must know - the larger the area to cover, the more colors you'll need to provide Depth to the sprite. So far you're using like 6 colors for his whites, but they're used all over the place as antialiasing (and not exactly the right way in some cases), but you should make use of maybe a secondary light source in such a large model, or just use one or 2 more shades of colors.

Maybe if you post a source resolution sprite, instead of a double-res screenshot, I can show you what I mean. In any case, look at Apocalypse and Onslaught for reference on secondary or more dramatic extra lightsources, and how many shades you should use for each color/tone.
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Re: Stay Puft Marshmallow Man Char
#44  May 05, 2012, 05:04:23 am
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I only just notice you changed his stance. Nice! I think that looks great.

---
( also if you need or want any help spriting some of your helper characters (ghosts, slimer ect.) i would like to help you do some. :) I'm *HC spriting at the moment, got my groove on max and I really want to see you finish this character because #1 I want him on my roster #2 He's just plain cool.  8) It's up to you. Keep up the good work DDE!

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Re: Stay Puft Marshmallow Man Char
#45  May 08, 2012, 11:42:14 pm
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Hi again guys! Today it really happened... Staypuft's files got corrupted. No, not his sprites, but his Mugen Files. I'm starting over in a while, but I've decided to finish on his sprites a bit. Working on his get hurt head, and his various smashing and earthquake attacks. As well as his losing one, a win one, a taunt, and some others that may be needed. I'll post more during later in the week.

Since you're spriting what seems to be a VERY large character, you must know - the larger the area to cover, the more colors you'll need to provide Depth to the sprite. So far you're using like 6 colors for his whites, but they're used all over the place as antialiasing (and not exactly the right way in some cases), but you should make use of maybe a secondary light source in such a large model, or just use one or 2 more shades of colors.

Maybe if you post a source resolution sprite, instead of a double-res screenshot, I can show you what I mean. In any case, look at Apocalypse and Onslaught for reference on secondary or more dramatic extra lightsources, and how many shades you should use for each color/tone.

Here you go, I was planning on adding more colors to him later...


( also if you need or want any help spriting some of your helper characters (ghosts, slimer ect.) i would like to help you do some. :) I'm *HC spriting at the moment, got my groove on max and I really want to see you finish this character because #1 I want him on my roster #2 He's just plain cool.  8) It's up to you. Keep up the good work DDE!
* hardcore

You can help if you want to. Anyone can help in making his helpers if you guys would like to. Here's a list of helpers to choose from : Slimer, Taxi Cab ghost, Grey Lady(Library Ghost), and Gozer. Or, you can make up a new one. Right now I'm working on the Subway Ghost and the Terror Dogs since I'm halfway with those. For the Grey Lady, Slimer, Taxi Cab Ghost you can do anything you want. For Gozer, she needs to be standing then holding her arms outstretched and disapear :ninja:, as well as one with her kneeling in defeat, and one where she reappears and turns her upper torso throwing out electricity (like in the movie). Just let me know you which one you are doing if you want to help, that way I know, okay ;).

Well that's it. I'll post later in the week, hopefully he'll be up and running again. I'll be working on his sprites too, and hopefully I can catch up again. See you guys then :sugoi:.

Re: Stay Puft Marshmallow Man Char
#46  May 09, 2012, 03:28:46 am
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didn't you backup your files before they were corrupted?

anyway, though it's a setback, i'm sure you'll get back on track soon

Re: Stay Puft Marshmallow Man Char
#47  May 11, 2012, 09:19:49 am
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backup your files *
* changed quote to tip. :)

He'll turn out better for it. Now you already have some foresight into what's required for this type of character.

 ;D I'd like to do some slimer sprites for you. Maybe just one or two moves you could use as helpers.  :) I'll think of something (unless you already have some ideas) and post back here with a rough example.

 :sugoi:
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Re: Stay Puft Marshmallow Man Char
#48  May 11, 2012, 08:49:06 pm
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Hi everyone, how's everyone's week been going so far? Well, I haven't restarted coding him yet, but I'll take the initiative of backing up my works from now on ;). I'm kind of glad, because it was becoming a mess, now I'll be able to keep things nice and neat...

;D I'd like to do some slimer sprites for you. Maybe just one or two moves you could use as helpers.  :) I'll think of something (unless you already have some ideas) and post back here with a rough example.
Okay then, thanks for the help [IN]famous. I don't have anything in mind for Slimer, so you are pretty much free to do anything you want.

I finished his smashing sprites, working on his earthquake move, and then a few more. Today since I had some free time, I made him a Hyper Portrait for his Super. It still needs some work, but it's a start.

Next week I'll try to finish his third attack, and then recompile them again in Mugen. Hopefully, everything is okay and running again in Mugen. See you guys next week, and have a good weekened :).

Re: Stay Puft Marshmallow Man Char
#49  May 11, 2012, 09:55:53 pm
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 :sugoi:  awesome super pic

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Re: Stay Puft Marshmallow Man Char
#50  May 14, 2012, 11:12:36 am
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well done

I like ghostbusters movie
good work


Re: Stay Puft Marshmallow Man Char
#51  May 15, 2012, 12:31:08 am
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Since you're spriting what seems to be a VERY large character, you must know - the larger the area to cover, the more colors you'll need to provide Depth to the sprite. So far you're using like 6 colors for his whites, but they're used all over the place as antialiasing (and not exactly the right way in some cases), but you should make use of maybe a secondary light source in such a large model, or just use one or 2 more shades of colors.

Maybe if you post a source resolution sprite, instead of a double-res screenshot, I can show you what I mean. In any case, look at Apocalypse and Onslaught for reference on secondary or more dramatic extra lightsources, and how many shades you should use for each color/tone.
Here you go, I was planning on adding more colors to him later...

I may have overworked the arm, and still I'm not too convinced with the outcome, but still, I hope you know where I;m coming from.

Hope it helps a little bit. Get rid of the pitch black outlines!
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Re: Stay Puft Marshmallow Man Char
#52  May 15, 2012, 04:16:29 am
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very excellent idea of a boss character!!

a cool intro could be a beam (im thinking Cable's regular special move, because it reminds me a lot of the beam the Ghostbusters use... even the gun could be used with a little editing) hitting him, with some splashes of melted marshmallow flying around
Re: Stay Puft Marshmallow Man Char
#53  May 17, 2012, 04:59:32 am
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I never liked GB but I have always LOVED Stay Puft!  This is some cool stuff bro.  I like the way he's large and an apocalypse style char.  Keep it up.
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Re: Stay Puft Marshmallow Man Char
#54  July 03, 2012, 04:44:15 am
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Since you're spriting what seems to be a VERY large character, you must know - the larger the area to cover, the more colors you'll need to provide Depth to the sprite. So far you're using like 6 colors for his whites, but they're used all over the place as antialiasing (and not exactly the right way in some cases), but you should make use of maybe a secondary light source in such a large model, or just use one or 2 more shades of colors.

Maybe if you post a source resolution sprite, instead of a double-res screenshot, I can show you what I mean. In any case, look at Apocalypse and Onslaught for reference on secondary or more dramatic extra lightsources, and how many shades you should use for each color/tone.
Here you go, I was planning on adding more colors to him later...

I may have overworked the arm, and still I'm not too convinced with the outcome, but still, I hope you know where I;m coming from.

Hope it helps a little bit. Get rid of the pitch black outlines!


Allright, I'll get rid of the black outlines.
Sorry it's been some time, but life is always full of suprises :P. Shall update by this week or beginning of next week. Until then, have a good day.