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Creamy Goodness - Version 1.1 (WIP) (Read 3178 times)

Started by Creamy_Goodness, September 01, 2021, 01:58:45 PM
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Creamy Goodness - Version 1.1 (WIP)
#1  September 01, 2021, 01:58:45 PM
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> Over the past year or so, I’ve been working on a MUGEN character of myself with candy based attacks. I regularly posted progress on that character’s development on this thread...

https://mugenguild.com/forum/topics/creamy-goodness-version-0-1-beta-164728.0.html

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> Right now, I’m drawing the sprites for Creamy’s casual outfit, which will be the first of four. So far, I’ve only replaced three of Creamy’s temporary stickman animations with their proper versions...

> Stance


> Walk forward


> Walk backward


> As for palettes, I only have two so far…

> Default


> Khaki


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> Right now, I’ve put the Creamy Goodness MUGEN character on a short hiatus so that I can work on other projects. I will post new animations and palettes as I complete them. And as always, I welcome any constructive feedback. :)
= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Re: Creamy Goodness - Version 1.1 (WIP)
#2  January 01, 2022, 01:21:22 AM
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> OK, I've got an end-of-year update for you all. Five more animations have been completed for Creamy...

> Turnaround


> Crouch stance


> Stand to crouch


> Crouch to stand


> Crouch turnaround

= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Re: Creamy Goodness - Version 1.1 (WIP)
#3  January 14, 2022, 08:38:16 PM
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Heya, just chiming in to say that I admire you still pushing ahead with your project.

The animations look really good, keep up the good work!

Re: Creamy Goodness - Version 1.1 (WIP)
#4  April 17, 2022, 01:53:17 PM
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@altoiddealer

> Thanks bro, that means a lot to me. It feels good to know that my efforts are being appreciated around here.

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> It's been several months since Creamy's last update, due to some trouble I was having with the 3D model's mouth poses, but I've finally finished Block 3 of the updated sprites. Normally, I would have finished spriting all of the basic movements before starting the attacks, but because some of attacks had changed since the final beta version of the character, I decided to break sequence and sprite those attacks before continuing the basic movements. The difference in proportions between the stickman and the updated sprites slightly increases Creamy's attack range, but changing the attacks themselves increases the range even more than that. Here are the four attacks that I've changed...

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> Standing quick jab


> Creamy used to use his far hand to do his standing QP standard attack. But now that he uses his near hand instead, the attack range has increased by a whopping 19 pixels.

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> Standing hard jab


> This standing HP standard attack replaces the hard elbow smash 1 from the old stickman sprites, and has a range 50 pixels greater than the old elbow smash.

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> Quick knee kick


> A low roundhouse kick to the knee that replaces the old stickman's second quick jab from the standing QP short combo.

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> Second quick jab


> This jab is now placed in between the initial standing quick jab and the hard hook within the standing QP medium combo. I added this attack because initial jab is now done with the near hard, and I wanted to keep using the hook with the near hard while alternating hands between punches.

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> I'm putting this character on another hiatus. When I start working on it again, I will focus on the remaining basic movements, starting with the rest of the crouch animations.
= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Last Edit: April 19, 2022, 08:27:06 AM by Creamy_Goodness
Re: Creamy Goodness - Version 1.1 (WIP)
#5  April 17, 2022, 03:32:41 PM
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The images doesn’t show up.
Re: Creamy Goodness - Version 1.1 (WIP)
#6  April 18, 2022, 12:19:41 PM
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@GreatFunk

"The images doesn’t show up."

> That's strange. I lost access to my main server on Creamy's Wonderland a couple months ago, so I uploaded these new images to my Google Photos account instead. The images are showing up just fine for me, but I'm going to look into the issue and see if I can come up with a fix so that everyone can view them.
= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Re: Creamy Goodness - Version 1.1 (WIP)
#7  April 18, 2022, 02:24:32 PM
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@GreatFunk

> OK, I think I fixed the problem. It turns out that the images were only showing up for me as long as I was logged into my Google account, but disappeared as soon as I logged out. I went back into Google Photos and moved the images form "Photos" to "Archive", and then updated the links on this thread. After I did that, I was able to images on this thread even when logged out of my Google account. I hope that fixed it so that everyone can see the new images now.
= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Re: Creamy Goodness - Version 1.1 (WIP)
#8  April 18, 2022, 04:11:32 PM
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Still not working, maybe you should use imgur.
Re: Creamy Goodness - Version 1.1 (WIP)
#9  April 19, 2022, 08:37:23 AM
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@GreatFunk

> I just uploaded the four images to imgur and changed the links in the thread. Hope it works now.
= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Re: Creamy Goodness - Version 1.1 (WIP)
#10  April 21, 2022, 06:48:17 PM
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These look good.

If you are open to feedback on possible improvement... and do note that my one and only character was also 3D rendered...

Currently, they look kind of weak.
This was a nice little animation playlist series I skimmed through on YouTube during development.

Basically, things would be better if they were more animated / exaggerated movements.
-Lack of anticipation (such as, pulling arm back before throwing the punch.  Putting more effort into the kick. etc.)
Even if he just turns back the other way for 1 frame, it makes a very big impact.

-Make his ponytail swing as much as possible, which will add more.

-Sometimes it is a good idea to cut some of the tween frames, and throw in some pixel smearing - you'll have to do this manually with the good ol' pencil tool.

Here's an example


Pixel smearing is pretty easy once you get the hang of it.  I am by no means an expert, but I do know that even when done mediocre, it will pack more punch than static frames.  Note I made the baton look kind of rubbery in some frames, this adds more punch to the attack even if it takes away from the realism.

Last Edit: April 21, 2022, 06:57:39 PM by altoiddealer
Re: Creamy Goodness - Version 1.1 (WIP)
#11  April 27, 2022, 09:10:16 PM
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@altoiddealer

> Thanks for all the tips. I'm already animating the ponytail, although it can be tricky at times to get right. As for the motion blur, I think I'll save that technique for the super attacks if I decide to use it.
= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Re: Creamy Goodness - Version 1.1 (WIP)
New #12  July 30, 2022, 05:50:40 AM
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> I just finished Block 4 of Creamy's updated sprites. In this block, I sprited the crouch block and crouch hit animations, finishing the rest of the basic crouch animations. This time around, I had a relatively easy time, finishing in just over a month and a half due to there only being 13 sprites to draw between the four animations. Here's what I managed to get done...

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> Crouch - Block (Start)


> Crouch - Block (Ready)


> Crouch - Block (Hit)


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> Crouch - Hit light (Impact)


> Crouch - Hit light (Recovery)


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> Crouch - Hit medium (Impact)


> Crouch - Hit medium (Recovery)


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> Crouch - Hit hard (Impact)


> Crouch - Hit hard (Recovery)


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> I need to take another break from Creamy in order to focus on other projects I'm working on. When I get to Block 5, I plan on spriting the standing hit animations.
= = = = = = = = = =
Jason "Creamy Goodness" Tenn
http://creamyg.jdluke.com/
Last Edit: July 30, 2022, 07:15:42 AM by Creamy_Goodness