Lasombra Demon said, March 23, 2012, 11:12:14 pmIced said, March 23, 2012, 10:12:45 pmI would save bebop and rocksteady for future stuff, He can always add a failsafe to have them replaced in the super with Krang's already sprited stone soldiers if Shred's fighting Bebop and/or Rocksteady.Or Foot Soldiers. BTW, about spriting B&R, Right now I'm spriting a different character, but nontheless a surpricing one. The shock will literelly leave you headless.
Dcat...just have them do the collision thing it's the best..because it has Shredder's two favorite goons screwing up in classic Bebop and Rocksteady fashion...and I'm not just supporting it cause I suggested this idea way back
In any case, the priority for Shredder are his regulair moves and specials, I think assists comes last. Speaking of abilities, I'll try and list them up here:Ground Flame: Forward Down Forward P... A flame that goes across the floor, kinda like Iori...Gauntlet Blur: P-P-P... A flurry of punches. Go Atatatatata on your enemies. Aura Crusher: Back "Hold" Forward Punch... He charges forward, dealing a mighty uppercut.Knee Crusher: Back "Hold" Forward Kick... He does a swift knee kick up in the air...Aura Shield: Punch + Kick... He creates a small shield that reflects projectiles...HYPERS:Super Powerball: Down Forward Punch: A super charged firewaveball thinghyThundercrash: Hard Punch + Kick: He get's hit by lightning, creating a massive powerfull shockwave that moves across the floor...The rest are basically the Arcade moves.
-Sprited TMNT Arcade game 2 intro with April O'Neil and color separated the turtles cut-scenes.-Re-Sprited Gauntlet Blur and Dive Kick-Color separated the Drill Module and added it to the .SFFHe's still missing his sword during some animations so I need to tie up those loose ends before I get into the advanced stuffHere's another short video with some progress:http://www.youtube.com/watch?v=mtXB-_r18y0
Great stuff, liked everything except maybe his idle stance, because no face can be seen from behind his shoulder (only tip of the helmet).
I think his stances totally MAKES him badass Great showcase in the video, I'm actually getting pretty excited for him, after seeing him in action!Your sprite edits are really good, even better then Krang's.But what is his flurry punch greenish, is it seperate from the palette template?Keep on going !
Wow man. Crazy awesome.One thing I noticed: His sword animations. Are you going to make it so he is always carrying the sword around, or is it only going to come out during certain attacks??
You're using my stage! I'm so happy! ^___^Anyways, I agree that it is a pitty you don't get to see his full face during his regulair stance, otherwise, Great Job!
This is progressing at an amazing rate, and nice to hear the voice clips in there. I really wish they would bring James Avery back to voice ol' Shredhead
rukifellth said, March 23, 2012, 12:27:45 amWith midnight bliss properties for thoce who do not mutate back to turtles. Perhaps after mutation, they explode back into their regulair form?Midnight Bliss and Retromutation are two separate custom states. For those characters that do not have the required sprite and animation numbers in their respective files, they'll mutate into a predetermined default creature using sprites from Shredder's own .SFF file.DeeDevilbat said, March 25, 2012, 01:45:39 pmGreat stuff, liked everything except maybe his idle stance, because no face can be seen from behind his shoulder (only tip of the helmet).rukifellth said, March 25, 2012, 05:57:15 pmYou're using my stage! I'm so happy! ^___^Anyways, I agree that it is a pitty you don't get to see his full face during his regulair stance, otherwise, Great Job! That's the same stance from the arcade, I'm fine with it to be honest. You'll get plenty of profile view Shredder sprites with all of the edits I'll be doing, trust me. Balthazar said, March 25, 2012, 01:58:58 pmBut what is his flurry punch greenish, is it seperate from the palette template?Keep on going ! That's part of his projectile aura, its included in his shared palette (think Bison's pyscho power aura that covers his fist during some attacks). I wanted to make the move an updated version of how it looked on the NES, thanks to Enscripture for ripping Shredder's Tournament Fighters sheet. I still need to rip the actual sound fx and see if they make for a better fit with it.Saikoro said, March 25, 2012, 04:41:32 pmOne thing I noticed: His sword animations. Are you going to make it so he is always carrying the sword around, or is it only going to come out during certain attacks??Whether he's using it or not I want him to always carry the sword around. I've been thinking up a few ways for him to stow it while not in use beyond just switching hands, for instance, during Gauntlet Blur he stabs it into the ground to free up both hands.I'm glad you guys like it.GIF spam:Dcat said, March 25, 2012, 01:24:12 pm-Sprited TMNT Arcade game 2 intro with April O'Neil and color separated the turtles cut-scenes.-Color separated the Drill Module and added it to the .SFF -->
Wow. Very impressive.Some general ideas that could play into his sword is some vaulting (think Yoshimitsu), juggling it in between hits or throwing/lobbing of sorts.This is looking red hot. I can't wait to get my hands on it.
Your fast punch fx needs some work, his arms look shorter while doing it, other than that its looking great.
its the upper arm fault, it makes the rest look as if they are too short since the fx is all made of forearms, maybe if you moved the fx up and forwards and left a bit of the arm there Since the fx is all forearms it looks as if some of the arms afterimages are way too short ( those near his face) this is a very rough and very jpegish example of what im trying to suggest