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Spritesheet Expansion Thread (Read 2427328 times)

Started by Graphicus, September 18, 2011, 07:17:56 am
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Re: Spritesheet Expansion Thread
#61  January 13, 2013, 11:41:44 pm
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That's VERY smooth  ;D
Only feedback ican give is the blatantly obvious  :-X
Re: Spritesheet Expansion Thread
#62  January 13, 2013, 11:52:05 pm
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Yeah, it looks really good.

My only feedback was the one you already mentioned. It looks too smooth for SFA standards. :)
Re: Spritesheet Expansion Thread
#63  January 14, 2013, 12:14:12 am
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Jigsaw, that animation looks great! I would keep all the frames, this is the expansion thread anyways. People can always cut out frames if they want it to feel/look different. Really nice work so far.
Re: Spritesheet Expansion Thread
#64  January 14, 2013, 02:20:01 am
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Of course people can cut frames after I make them, but then that's more work for me! lol

     Posted: January 14, 2013, 04:07:39 am
Slight update. Still lots of cleanup to do.

Re: Spritesheet Expansion Thread
#65  January 14, 2013, 07:03:15 am
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^ yes the obvious cleanup, but motion looks super fluid, save for one point right before her attacking foot lands on the ground. Maybe just a bit many tics? Is that where the hitstun is supposed to land?
Re: Spritesheet Expansion Thread
#66  January 14, 2013, 07:07:27 am
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Don't get mad if one of my wips uses that animation.
Spriting is hard.
Re: Spritesheet Expansion Thread
#67  January 14, 2013, 07:17:24 am
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Made these a long time ago for Kamekaze, though I'm not sure if he ever used them.



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Re: Spritesheet Expansion Thread
#68  January 14, 2013, 07:20:22 am
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I wouldn't be surprised if he was using them for his K-groove Mike Bison, but that's on hold for whatever reason.
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?
Re: Spritesheet Expansion Thread
#69  January 14, 2013, 12:10:09 pm
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RobotMonkeyHead: The timing is all kinds of messed up, don't pay too much attention to it. I just winged it. But yes that is the frame where the move connects. With a longer delay on hit, or no delay at all on whiff, it'll look fine.

Diepod: Knock yourself out, bro. Wouldn't be making any of this if I didn't want people to do stuff with it.


Sean Altly: Nice work on those animations! Is the first one accurate to SF4? It looks like he'd be hitting really high, but I can't recall off hand if that's what it's supposed to look like.
Re: Spritesheet Expansion Thread
#70  January 14, 2013, 01:12:42 pm
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WOAHHH!! LOVING !! Camy looks SUPERsmooth!!

-----------------------------------

I Converted SF3 Chun's air throw into CvS(YES, I put the colour separation of that oldie I was doing):



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PS: Yes, some heads are just copy&paste from CvS ^o^
I swear there was something cool here!!
Re: Spritesheet Expansion Thread
#71  January 14, 2013, 02:58:22 pm
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Re: Spritesheet Expansion Thread
#72  January 14, 2013, 05:51:15 pm
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RobotMonkeyHead: The timing is all kinds of messed up, don't pay too much attention to it. I just winged it. But yes that is the frame where the move connects. With a longer delay on hit, or no delay at all on whiff, it'll look fine.
I'm sure it will. Your skill is very apparent ;)

@Sean Altly: Man, that downward smash from Balrog looks grizzly as hell.  Very nice.  Are those two attacks your original sprites?
Re: Spritesheet Expansion Thread
#73  January 14, 2013, 06:09:48 pm
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I like the idea of this thread a lot. Great idea. :) I have some edits to contribute. First is the edits for my Yuka made by Dampir. All credit goes to him...









Next, I'll put up Mai's edits...some time soon I hope... :P She has a LOT and I don't feel like doing it right now... >_<
Last Edit: January 14, 2013, 06:14:22 pm by Mai's Wolf
Re: Spritesheet Expansion Thread
#74  January 14, 2013, 06:11:27 pm
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i think i might try a go at doing this for some ms-dos characters since they need it

i tried making some customs for diba and they look really bad, though, maybe i could get some pointers from here
Re: Spritesheet Expansion Thread
#75  January 14, 2013, 06:57:53 pm
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Sean Altly: Nice work on those animations! Is the first one accurate to SF4? It looks like he'd be hitting really high, but I can't recall off hand if that's what it's supposed to look like.

I made it by drawing over screenshots from SFIV, with some frankenspriting and other original stuff, so yeah it's pretty accurate.

Man, that downward smash from Balrog looks grizzly as hell.  Very nice.  Are those two attacks your original sprites?

Yep, I drew them for Kamekaze over a year ago.



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Re: Spritesheet Expansion Thread
#76  January 14, 2013, 07:54:10 pm
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Yuka there looks like she's trying to jig or something in the 2nd/3rd animations...or trying to do something else that may or may not be lewd~
Re: Spritesheet Expansion Thread
#77  January 14, 2013, 11:52:40 pm
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Blah. This really is a lot of work.
Re: Spritesheet Expansion Thread
#78  January 15, 2013, 01:32:16 am
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Think of the result to keep you motivated! :D

Thanks to you, those who have always wanted to make a SF4 Cammy are one step closer to being able to achieve that dream! And we'll all reap the benefits of it!

EDIT: One suggestion... towards the end of the animation, the ponytail seems a bit floaty trying to get back into the stance-position (behind her back). Maybe have it whip directly towards her back after the kick?
Re: Spritesheet Expansion Thread
#79  January 15, 2013, 02:30:13 am
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I hate to be that guy but ryu's "sfex" kick is wrong. It's supposed to end with an air axe kick animation. It resembles sean's tatsu from sf3 if anything lol

      Posted: January 15, 2013, 02:31:08 am
Made these a long time ago for Kamekaze, though I'm not sure if he ever used them.




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Re: Spritesheet Expansion Thread
#80  January 15, 2013, 03:03:58 am
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I hate to be that guy but ryu's "sfex" kick is wrong. It's supposed to end with an air axe kick animation. It resembles sean's tatsu from sf3 if anything lol

To be fair, maybe it's not supposed to be an EX-Styled Tatsumaki... I just assumed it was, based on the resemblance... for all I know it's just another custom version of no specific origin.