As some of you may well know I am giving Sailor Jupiter a graphical overhaul as I am dissatisfied with how she turned up in the original arcade game by Gazelle/Banpresto. Her initial design was she was as tall as the anime but since they were obviously cutting corners Gazelle decided to make every sailor play almost exactly the same and I'm assuming the same hitbox. This is why I think the Super Famicom R game is superior in terms of gameplay as there's variety in every sailor you choose along with their varied strengths and weaknesses which is something I also want for the Openbor game Shinmrgrill and Bloodbane are working on.Right now I am working on her aerial Blowback based on Kyo Kusanagi from King Of Fighters.There's actually 4 frames for this. I'm thinking of dropping the first frame as they look similar to the second. I'll probably work on that last if I decide to go with a complete 4 frame set for Jupiter's Blowback mechanic.So far my best work for her is the Argentine Back Breaker based on Ralf and Clark. I actually used Arina from Waku Waku 7 for spriting. I've envisioned Sailor Jupiter as a grappler as she was in the S Super Famicom game. I'm planning on more throws and grab animations for her using different characters like R. Mika or possibly Catherine from Asuka 120%.https://www.instagram.com/p/CHsy8AWrY3P/?utm_source=ig_web_copy_link
Nice work on the sprites for Sailor Jupiter, really inspires me to do the same whenever I get the proper equipment to make mugen characters, whether it be ripped or from scratch. Also what's the development process like when making sprites for Sail Jup?
Little Fox: Tres Truenos said, August 25, 2022, 02:42:43 pmNice work on the sprites for Sailor Jupiter, really inspires me to do the same whenever I get the proper equipment to make mugen characters, whether it be ripped or from scratch. Also what's the development process like when making sprites for Sail Jup?I'm just taking my time. It's mentally exhaustive doing this style especially when a certain sprite base requires heavy editing. Also it is very intimidating especially when the character has clothes on or has different proportions like with SFA/MSH style. I actually procrastinated for 2 weeks before starting again. It helps listening to music. Finding motivation can be a challenge especially when life problems get to you. So I have to find ways to relax and not let those problems become mental blocks. So I either do yoga, watch a movie or do some self talk and reframe the situation and tell myself it's not all bad.I find the best ones to convert with this style is actually characters from Variable Geo 2 since it's close to the proportions of the original Gazelle/Banpresto sprites but the best results tend to be from King Of Fighters sprites. Most of Jupiter's new move sets are based on other characters from different games and they offer different challenges. Like this recent one I am doing with Kyo. With those clothes he's very angular so I have to put some curves. With Tia it is mostly proportions. I have to reduce the image by 8 to 10 percent then start editing. Personally I'd rather work with bigger sprites. With smaller sprites the end results tends to give variable results and requires further editing like when I edited that green haired girl from Battle Tycoon Flash Hiderz. When I finished editing I didn't like the result so I ended up frankenspriting with Mai's leg then edit again after a few months.It's important also having reference. Since I mainly use MS Paint I always put another frame of animation for reference to the right so as to follow proportion like legs looking too thin or too thick. But after working with so many sprites and observing their animations on Youtube I find that being too hyper critical is counter productive. I'd go back to my old sprites months later to further edit some but it's mostly superficial especially when the main goal is to add new content. I still do it from time to time when I got free time.It's really doing a lot of math, making mistakes on purpose then observing the result then doing course correction until you get the desired result. When I started doing this in the beginning it took 4 to 8 hours for 1 single sprite to edit. After so many months of doing this eventually I get better and faster.
Updated Jupiter's Supreme Thunder Dragon. Now with an 'explode on impact' animation.This particular set of sprites were edited from 3 different games. Starting off with the dragon head from Sony's Sky Blazer, the tail (next 3 frames) and the shrinking dragon head from the Sailor Moon jrpg and the electrical explosion from the Sailor Moon 3DO game. I actually made some custom for the last 2 frames for the sparks but they were easy just so it would flow naturally.Never played Sky Blazer. Thankfully SNESdrunk made a video of it. I should play the game some time.I'll probably add more animations to this focusing on the tail. It looks like I need to shrink it for the starting animation. I'll make a separate tail and head frames.
Happy Halloween https://twitter.com/Sailor_Beyond/status/1586995069621764097Starting this week I'll be posting more new stuff.
First frame for Sailor Jupiter's new forward jump. Based off of Arina from Waku Waku 7. https://twitter.com/Sailor_Beyond/status/1591631678015176704https://www.instagram.com/p/Ck4smFmLd7t/?utm_source=ig_web_copy_linkhttps://ko-fi.com/i/IN4N0GCDBQ
A little preview of Sailor Jupiter in action.I'm also on Theta.https://www.theta.tv/video/vid80wq49un2htdty82
It will be a long time for the next update for Sailor Jupiter.Working on other characters like the leader of the DD Girls, U-pasokon, Sailor Saturn and Sailor Chibimoon.I'm hoping to finish 3 to 5 characters this year. At least Sailor Moon is 93 percent finished and is compatible with SF, MSH, GGX and KOF style. All other sprites are optional like addition win, lose and taunt animations.
rgveda99 said, November 01, 2022, 12:10:31 amHappy Halloween https://twitter.com/Sailor_Beyond/status/1586995069621764097Starting this week I'll be posting more new stuff.Wow. It's been a year. I didn't know how to use Kdenlive back then but thankfully I saved this for this occasion.