How long did Yamazaki take? This is impressive
You should continue man.
They're all great! In particular, I've longed for Genocide Cutter like 94-cvs!!
By the way, can I conbine your sprites of Yamazaki with these which was painted by another person and use them?
I want to erase his tongue and slobber.
hmm I don't think I have slobber anywhere, I assume it is in the person files.
Tbh I'd rather see my sprites used as they are.... but ehi do what works for you no worries, I publicy released them for free, thanks for asking.
Actually I have some more wip animations for Yamazaki that need more polish so check back from time to time.
Great work Guillotine!
Keep on delivering!
Thanks, I am a fan of your sprites. No problem for now, I opened the vault and am finding stuff I didn't even remember that just needs polishing of various degrees, but also started some more animations because why not?Thanks, I am a fan of your sprites too, really like what you are doing.
Thanks you all, much appreciated.I think Rocky is a robot, walking is not suitable for it (?) maybe gear sliding is more suitable. :)
So this was a project at a time I guess til I got bored, and I think a Rocky came out about that time in mugen with pretty nice sprites, and I lost interest even more. Looking at it now, the arm and especially shoulder design from the 2k striker is pretty convoluted and kind of hard to convey properly in the resolution given, or maybe I just don't like it. If I had to do it now I'd change the design to a simpler form, or directly to the Robo Army design with just 3 holes in the shoulder and different details, just tried this in the last sprite.
(http://i.imgur.com/1MkvxXv.gif) (https://imgur.com/1MkvxXv)(http://i.imgur.com/nvh6xa0.gif) (https://imgur.com/nvh6xa0)(http://i.imgur.com/zJsD4Kd.gif) (https://imgur.com/zJsD4Kd)(http://i.imgur.com/ARSuApF.png) (https://imgur.com/ARSuApF)
I posted in the past a similar RB stance for Krauser, but the chest movement was exaggerated and the arms were mostly static and it didn't quite work out. Now I tried it again with more subtle movement for both body and arms, I believe this is my best shot. Everytime I have to work on hands at this resolution I have a renewed respect for pixel artists that know what to do with them.
(http://i.imgur.com/Uu3Oi0r.gif) (https://imgur.com/Uu3Oi0r)
ohh I can see that, there's both a separation and the shading suggests the form. I'll try to fix it in a bit.I posted in the past a similar RB stance for Krauser, but the chest movement was exaggerated and the arms were mostly static and it didn't quite work out. Now I tried it again with more subtle movement for both body and arms, I believe this is my best shot. Everytime I have to work on hands at this resolution I have a renewed respect for pixel artists that know what to do with them.
(http://i.imgur.com/Uu3Oi0r.gif) (https://imgur.com/Uu3Oi0r)
Would be cool to be able to use this, only it’s looks as though he has a ponytail. Unless you have a sheet of this version.
Thanks you all, much appreciated.I think Rocky is a robot, walking is not suitable for it (?) maybe gear sliding is more suitable. :)
So this was a project at a time I guess til I got bored, and I think a Rocky came out about that time in mugen with pretty nice sprites, and I lost interest even more. Looking at it now, the arm and especially shoulder design from the 2k striker is pretty convoluted and kind of hard to convey properly in the resolution given, or maybe I just don't like it. If I had to do it now I'd change the design to a simpler form, or directly to the Robo Army design with just 3 holes in the shoulder and different details, just tried this in the last sprite.
(http://i.imgur.com/1MkvxXv.gif) (https://imgur.com/1MkvxXv)(http://i.imgur.com/nvh6xa0.gif) (https://imgur.com/nvh6xa0)(http://i.imgur.com/zJsD4Kd.gif) (https://imgur.com/zJsD4Kd)(http://i.imgur.com/ARSuApF.png) (https://imgur.com/ARSuApF)
Really nice Rob sprite, although if he ever appeared in one of the classic KOF games, the amount of tattoos on his body would be simplified a tad to make him more viable to be animated.Thanks, and I agree, my mind also goes on viability most of the time. Would be hard not to keep the guns though.
For the ride that never ends, I had these Yamazaki animations inspired by KOF14 in the works for a while, and here they are, DP D obviously a reworked CVS animation, a simpllified fwd B, YEEEAHHH jump CD and a reworked violent claw with a proper ending. I have some more stuff to finish and then I'll update the set at at a later time.cool !Can you help change the standing posture of Another Robert?I changed some of the material, but I never painted this standing position.
(http://i.imgur.com/zm0Mrl8.gif) (https://imgur.com/zm0Mrl8)(http://i.imgur.com/34Q2KjA.gif) (https://imgur.com/34Q2KjA)(http://i.imgur.com/K91BJaf.gif) (https://imgur.com/K91BJaf) (http://i.imgur.com/njazDRH.gif) (https://imgur.com/njazDRH)Really nice Rob sprite, although if he ever appeared in one of the classic KOF games, the amount of tattoos on his body would be simplified a tad to make him more viable to be animated.Thanks, and I agree, my mind also goes on viability most of the time. Would be hard not to keep the guns though.
For the ride that never ends, I had these Yamazaki animations inspired by KOF14 in the works for a while, and here they are, DP D obviously a reworked CVS animation, a simpllified fwd B, YEEEAHHH jump CD and a reworked violent claw with a proper ending. I have some more stuff to finish and then I'll update the set at at a later time.cool !Can you help change the standing posture of Another Robert?I changed some of the material, but I never painted this standing position.
(http://i.imgur.com/zm0Mrl8.gif) (https://imgur.com/zm0Mrl8)(http://i.imgur.com/34Q2KjA.gif) (https://imgur.com/34Q2KjA)(http://i.imgur.com/K91BJaf.gif) (https://imgur.com/K91BJaf) (http://i.imgur.com/njazDRH.gif) (https://imgur.com/njazDRH)Really nice Rob sprite, although if he ever appeared in one of the classic KOF games, the amount of tattoos on his body would be simplified a tad to make him more viable to be animated.Thanks, and I agree, my mind also goes on viability most of the time. Would be hard not to keep the guns though.
https://www.spriters-resource.com/neo_geo_ngcd/kof2k/sheet/39058/
https://www.deviantart.com/9mb9/art/Arob-704990268
tx,I am working hard on my English .I just hope, not demand.For the ride that never ends, I had these Yamazaki animations inspired by KOF14 in the works for a while, and here they are, DP D obviously a reworked CVS animation, a simpllified fwd B, YEEEAHHH jump CD and a reworked violent claw with a proper ending. I have some more stuff to finish and then I'll update the set at at a later time.cool !Can you help change the standing posture of Another Robert?I changed some of the material, but I never painted this standing position.
(http://i.imgur.com/zm0Mrl8.gif) (https://imgur.com/zm0Mrl8)(http://i.imgur.com/34Q2KjA.gif) (https://imgur.com/34Q2KjA)(http://i.imgur.com/K91BJaf.gif) (https://imgur.com/K91BJaf) (http://i.imgur.com/njazDRH.gif) (https://imgur.com/njazDRH)Really nice Rob sprite, although if he ever appeared in one of the classic KOF games, the amount of tattoos on his body would be simplified a tad to make him more viable to be animated.Thanks, and I agree, my mind also goes on viability most of the time. Would be hard not to keep the guns though.
https://www.spriters-resource.com/neo_geo_ngcd/kof2k/sheet/39058/
https://www.deviantart.com/9mb9/art/Arob-704990268
Send him a PM next time.
Don't request for stuff to be made.
Now I'm trying to make new skills for my Yamazaki with your sprites.
https://twitter.com/soysaucemugen1/status/1176841115808358401 (https://twitter.com/soysaucemugen1/status/1176841115808358401)
Thank you for great sprites!
The rocky you talk about. His kick animations were off. Would love to see those kicks replaced.
The creator of the rocky said he loved doing robots but humans were a major problem.
sorry, not very interested in Another Robert, good luck with your edits.For the ride that never ends, I had these Yamazaki animations inspired by KOF14 in the works for a while, and here they are, DP D obviously a reworked CVS animation, a simpllified fwd B, YEEEAHHH jump CD and a reworked violent claw with a proper ending. I have some more stuff to finish and then I'll update the set at at a later time.cool !Can you help change the standing posture of Another Robert?I changed some of the material, but I never painted this standing position.
(http://i.imgur.com/zm0Mrl8.gif) (https://imgur.com/zm0Mrl8)(http://i.imgur.com/34Q2KjA.gif) (https://imgur.com/34Q2KjA)(http://i.imgur.com/K91BJaf.gif) (https://imgur.com/K91BJaf) (http://i.imgur.com/njazDRH.gif) (https://imgur.com/njazDRH)Really nice Rob sprite, although if he ever appeared in one of the classic KOF games, the amount of tattoos on his body would be simplified a tad to make him more viable to be animated.Thanks, and I agree, my mind also goes on viability most of the time. Would be hard not to keep the guns though.
https://www.spriters-resource.com/neo_geo_ngcd/kof2k/sheet/39058/
https://www.deviantart.com/9mb9/art/Arob-704990268
I am very happy with your reply, ok; I work hard.Now I'm trying to make new skills for my Yamazaki with your sprites.
https://twitter.com/soysaucemugen1/status/1176841115808358401 (https://twitter.com/soysaucemugen1/status/1176841115808358401)
Thank you for great sprites!
glad you're enjoying them. and thanks for sharing your progress, it's cool to see him in action!
I have one big animation to refine, and a few small ones, hopefully soon I'll release them as well.The rocky you talk about. His kick animations were off. Would love to see those kicks replaced.
The creator of the rocky said he loved doing robots but humans were a major problem.
I see, well most of my plans revolved around Maxima edits for the most part, Rocky kicks in Robo Army were reasonably similar imo, I still have some very rough ones but no kicks anyway.sorry, not very interested in Another Robert, good luck with your edits.For the ride that never ends, I had these Yamazaki animations inspired by KOF14 in the works for a while, and here they are, DP D obviously a reworked CVS animation, a simpllified fwd B, YEEEAHHH jump CD and a reworked violent claw with a proper ending. I have some more stuff to finish and then I'll update the set at at a later time.cool !Can you help change the standing posture of Another Robert?I changed some of the material, but I never painted this standing position.
(http://i.imgur.com/zm0Mrl8.gif) (https://imgur.com/zm0Mrl8)(http://i.imgur.com/34Q2KjA.gif) (https://imgur.com/34Q2KjA)(http://i.imgur.com/K91BJaf.gif) (https://imgur.com/K91BJaf) (http://i.imgur.com/njazDRH.gif) (https://imgur.com/njazDRH)Really nice Rob sprite, although if he ever appeared in one of the classic KOF games, the amount of tattoos on his body would be simplified a tad to make him more viable to be animated.Thanks, and I agree, my mind also goes on viability most of the time. Would be hard not to keep the guns though.
https://www.spriters-resource.com/neo_geo_ngcd/kof2k/sheet/39058/
https://www.deviantart.com/9mb9/art/Arob-704990268
So yeah I thought I was just finishing some animations / developing a couple concepts but giving a look at the set there was still some things that I wanted more "flowy" I guess, so here's a few extra transition frames for his reversal(which is also renewed in CVS/14 style). Also here's a WA/KOF14 grab animation for his climax/neomax/hsdm Drill, both miss and hit. More to come...I added your new sprites to my Yamazaki!
(http://i.imgur.com/xtuFtO3.gif) (https://imgur.com/xtuFtO3)(http://i.imgur.com/F48tsmw.gif) (https://imgur.com/F48tsmw)(http://i.imgur.com/kOTEIKz.gif) (https://imgur.com/kOTEIKz)
Maybe you don't need the answer anymore, but there's a bunch actually, I dd somewhat of a revision and checked certain details in most frames. You could check the date, they are all over honestly.Thanks. :megusta:
I released Yamazaki using your sprites. Thank you again!
https://www.mediafire.com/folder/el7c5jc9gghl5/MUGEN
I also updated my Mr.KARATE 2nd with your sprites!
https://www.mediafire.com/folder/el7c5jc9gghl5/MUGEN
I have the feeling he would be a tad taller than that. You know, like in that one KOF 2002 credits sprite of his.
(https://i.imgur.com/Yggd4uT.png)
Animated this stance I made some years ago
(https://i.imgur.com/Qrs0PES.gif)
Animated this stance I made some years ago
(https://i.imgur.com/Qrs0PES.gif)
NICE! good stuff!
He somewhat need some "breath" animation (suggestion - I'm not that good in idle stance animations)
Do you animate with photoshop?
did you know Badguy and NGBC Goodman are voiced by the same person? Still believe free will is real?
(https://i.imgur.com/xvTb8Hm.png)
Slightly simplified desing , but not nearly enough really.
Axel animation is great, I just think his ear not moving looks off.ahh indeed, that' would have been an easy fix that I missed completely. If I get back to it I'll be sure to touch that up.
What I love about this thread is that you post only finalized or nearly finalized sprites that are consistently of absolutely superb quality. Every last one of them is a gem.
I wanted to ask if yo have a Deviant and also if you sprite in other styles as well? Have you ever done SFA/CvS work at all? Man, I love your work.
Another stab at a adult Kula design, very much based on Nemissa from Soul Hackers(never played it)
(https://i.imgur.com/kQatpjN.png)
Really cool to see you tackling animations again. Always nice to see your sprite work.Thanks! This was one these things put together ages ago that needed refining, I might have another one of these coming soon.
Smooth work as always, love how you handled the Wild Ambition design
Awesome!
He looks amazing! I love the color you went with. A full spritesheet would basically be impossible lol
That's all kinds of awesome!
hugo and rugal's animation looks great
That God Press pose feels like it has more momentum than the original. I like it. I just think animating the mouth was too much.
I'm sorry, I don't know the first thing about animations, but that kind of pose (both legs back, his back twisted like that) is vulnerable as hell. Any martial artist would throw a leg in front and one backwards, as the force you are facing is not sideways but frontal, and your stance is much stronger what way.
This still looks really really good.
Here's a Hugo animation edited to work as a winpose and an uppercut as it was used in SF4 Omega mode, hence I gave it recovery frames too.
This goes with my edited set with altered height on the first post.
(https://i.imgur.com/RqIZuUa.gif) (https://i.imgur.com/Uo0mKJp.gif)
It's big girl Jun. Always liked this character albeit her animations are a bit derpy.
(http://i.imgur.com/Couxv1j.gif) (https://imgur.com/Couxv1j)
It's big girl Jun. Always liked this character albeit her animations are a bit derpy.
(http://i.imgur.com/Couxv1j.gif) (https://imgur.com/Couxv1j)
Damn this is amazing.
The facial expression is out of this world. Legit looks as good as snk official sprite work!
I love your boxer sprite so much. Really hope someone make full use of them someday.
Its cool to see him finally get a proper snk conversion especially after svc chaos.
These are some awesome portraits! Don't think I've ever seen someone else try the SvC character select icons before.Thanks! Yeah I quite like the style, and haven't seen similar work either.
Good to see Earthquake finally getting a run animation. Whenever I saw other people make him "run" in Mugen versions, they just made him roll continuously instead lolAhah indeed, there was certainly a time when I would look for KOF earthquakes just to see if someone made a run, tbh tho the roll is not out of character.
WOW!! It looks awesome, VERY official!!
Hello, I rarely post but received at times some messages of interest for stuff I posted in the past, so I thought I'd put together a thread.
I have already posted these Ryo and Yamazaki but there have been a few additions, files have been updated. I'm reposting them here anyway.
http://mugenguild.com/forum/topics/ngbc-ryo-kof2k3-yamazaki-reworkededited-spritesets-170548.0.html
Yamazaki's project started with the desire of having a stance that would transit seamlessy into his awesome 2k3 idle animation. Then I noticed the bad consistency, anatomy, shading etc... in the whole set and in the end, every single sprite has been heavily reworked, extra in between frames added for most attacks, a few animations ported from RB, whole new anims based on Wild Ambition attacks and more. 700+ unique sprites in the set.
(https://i.imgur.com/hJwn63a.gif)(https://i.imgur.com/7HWpE0H.gif) (http://i.imgur.com/njazDRH.gif) (https://imgur.com/njazDRH) (http://i.imgur.com/34Q2KjA.gif) (https://imgur.com/34Q2KjA) (http://i.imgur.com/K91BJaf.gif) (https://imgur.com/K91BJaf)
http://www.mediafire.com/file/0z9ec8xa1oux85e/Yamazaki.7z
Ryo is not as dramatic but has some retouches for consistency in most frames, better transitions, some reworked moves (kohoken especially), added inbetween frames for most moves. Some moves from Takuma and SVC Karate, and Ryo KOF98 and XI.
(https://i.imgur.com/dtTc0mZ.gif)(https://i.imgur.com/7riHj3g.gif)
http://www.mediafire.com/file/f3neutizu4x7f9u/Ryo.7z
So this is a resized SVC Hugo spriteset, it's complete. I fixed the dithering and retouched all the bits and lines that looked bad cause of the resize, certainly there could still be some rough bits but I think he looks ok overall. A bit of backstory on why this happened, with some dead time at work I wanted some pixel art to do in the meantime that wasn't so impegnative and I could just do with little tought involved... and of course unpractical SVC Hugo size rubbed me the wrong way. Still, I lost interest at times and kinda regretted starting it but in the end I finished it. Hopefully someone will be interested in this!
(https://i.imgur.com/NozgHDM.png)
http://www.mediafire.com/file/xc3l1z3h896hlqn/Hugo_resize.7z
This is my KOF Ryo set, thought to flow well with the classic AOF / KOF 13 onward stance I made. It's actually not a full set but what I skipped I felt worked well enough and can be found in XI/2k2 sets. Mostly I reworked animations I already did for NGBC Ryo but there's also something new, most already posted here. Feel free to use for your projects, maybe post them here if you'd like, thanks.
(http://i.imgur.com/Ddcdwdz.gif) (https://imgur.com/Ddcdwdz) (http://i.imgur.com/xZyEzp8.gif) (https://imgur.com/xZyEzp8) (http://i.imgur.com/pVFZ9wu.gif) (https://imgur.com/pVFZ9wu) (http://i.imgur.com/kcyJ2zs.gif) (https://imgur.com/kcyJ2zs) (http://i.imgur.com/IqkUkGQ.gif) (https://imgur.com/IqkUkGQ)
http://www.mediafire.com/file/dkfsldafnubxhuy/Ryo_KOF.7z/file
This Rugal GC is made to be more like 94-cvs, came out with a bit of a personal touch I guess, it also cycles into itself pretty ok.
(http://i.imgur.com/UKeejzZ.gif) (https://imgur.com/UKeejzZ)(http://i.imgur.com/jW1lH5a.gif) (https://imgur.com/jW1lH5a)(https://i.imgur.com/ugATLEP.gif)
Here's a file with all Rugal edits I made: https://www.mediafire.com/file/tmyf1mkswwpzhy4/Rugal.7z/file
This buff Terry is a quick thing I thought about recently, a Terry more in line with RB - XIII or even FEXL.
(https://i.imgur.com/QCFPbDp.gif)
Some more stuff
(https://i.imgur.com/2niPIZt.gif)(https://i.imgur.com/ZB4Whvp.gif)(https://i.imgur.com/K7CLatB.gif)
Enjoy, feel free to use, etc. I most likely have more stuff that is either very old and can't find right now or unfinished/unorganized, but I'll try to post more in the future.
The weight on his weapon is probably too high and moves around too much for what it is. Regardless, great job as usual.daaamn this is true, maybe some screen shaking would add some extra oomph hinting there's a strong energy going on? But yeah you're right.
Ehi ty ;)
good job MAAAN
As SamSho got rollback a few months ago I have been playing Earthquake, so wanted to port his running animation to SVC,
[...] so wanted to port his running animation to SVC,[...]
Why are you moving the animations like that? I don't see how that is relevant to my point. Did you think "faster" meant moving animations left and right more quickly?
Running = jumping forward a bit with each step. (both feet should be in the air for a small period of time before landing)
Walking, or in this case marching = there's no period of time when both feet are in the air. One foot moves you forward, one foot leaves the ground, the one moving you forward goes back, the one that left the ground "lands" and it's in front of you, you move forward with it, the one in the back leaves the ground, etc. . There's always one foot on the ground when walking.
That is all. To be honest this looks like arguing for the sake of arguing. I don't want to partake in it.
Spoiler, click to toggle visibilty
Ehi everyone, thanks for the feedback.Glad you didn't delete everything.
For what is worth it, I didn't really reference properly and started working on this just by memory/idea( a mistake most likely).
At some point I realized it came out quite different and wasn't so happy, but felt it the result could have worked just fine on a character that has some comedic elements like EQ so I pushed in that direction rather than probably abandoning everything.
I suppose this expression "wanted to port his running animation to SVC" was really applicable to my initial feeling so I should have worded it differently.
If anything, if I could nitpick something is to make Earthquake gasp, opening and closing his mouth for air. Another comedic element.
I think one major problem with it is that the timing is not selling the weight very well like in the reference. Slowing down his steps in some frames would do wonders to help towards it, along with giving him more up and down movement. You can get away with moving his whole body up and down more, though you'd just need to readjust the posing of the legs to stay connected to the floor afterwards.thanks! This makes a lot of sense, I'll keep it in mind when I'll rework it.
(https://i.imgur.com/OKqhKyE.gif)
Also, made his belly bounce up when he steps up to give him a nicer sense of gravity.
reworked the big boy, should have addressed most issues but let me know if there's anything off still.
(https://i.imgur.com/XX04mg4.gif)