This is inspiring, what program or method did you used to get the sprites?
This is inspiring, what program or method did you used to get the sprites?
there's a free program call XNA LARA it loads game rip model and you can pose them.
you can obtain 100s of model at http://xnalara-customized.deviantart.com/gallery/
(http://i.imgur.com/MNNqb.png)
[left] BUT, I'm looking for a photoshop master. A TRUE master to rip Samus apart and reduce her colors cleanly. I'd like to see Each group of colors knocked down to 16 colors each. I'd also like help with her dust/smoke/explosions.
Samus will play like SSBB but with a lot of XMvsSF mixed in. Pop-ups/pushblocks that sort of thing.
[/left](http://i.imgur.com/8jffN.png)
[left]I plan on making Pitt from Kid Icarus next. So if I can get a good team that's always on we could have more than a few people done by the end of the year.
[/left]
(http://i.imgur.com/MNNqb.png) | (http://i.imgur.com/5R9rn.png) |
^^^BEFORE^^^ | ^^^AFTER^^^ |
(http://i.imgur.com/Hysaj.png) | It's been a while since I posted about Samus' status. As of right now I've sort-of restarted. Most of my work will be able to just be used with the new sprite set. So it's not a complete loss. When I first started it was to see if it was possible, and I kept going. After a week of work I thought of a way to streamline the whole process. I wasnt happy with the red/orange/white color "bleeding". So I recolored the original textures of Samus to be red/purple/white. I havent made the pallet yet but I can tell that it's going to be a lot cleaner when I do. With the streamlining process I can tell I'll be able to rip all of the SSBB character sprites FAST. When I import the sprites into FF3 I can tell it where to put the axis point and all of the images will be perfectly aligned like they are on the Wii. I might host a poll once Samus is over 50% to see which character people would like to see/work on the most. I have my favorites, but I also dont want to take on ALL of the characters myself. I think Kirby would be a pretty easy one. I figure I can rip the sprites for a character a dev is willing to work on and continue with Samus. <<<< That's how she looks now. Obviously we'll be able to have the orange get-up once pallets are in place. Switching from the orange to purple, I've lost 8 of the moves I animated for her. The good thing is, the more I animate the better I'll get at it. I've also figured out a way of saving my animations. That pic is from her Lose from Time over animation I made. She looks her gun up and down and gets depressed. One thing I'm not looking forward to is all of the hit reaction poses. If anyone knows a good way to get all of the animations nice PLEASE let me know. It just seems like it's going to be a headache trying to place all of the axis points on the right looking animations and how to know when to lable it 10, 20, 30 or what ever. |
So I've been putting in some time on Samus.And vice-versa?
I've finallized most (99%) of her collision boxes. Except for her hit reaction animations I feel they're perfect. They arent standard "Capcom" style hitboxes. They're as close to the sprite as I could get using the fewest boxes.
I've come up with unique run back/ run forward moves.
Her Ultra still needs to be flushed out to the fullest. Right now She can only point forward. I plan on her being able to shoot up and down also. Maybe control it like Vs series Dhalsim. I still only have one Ultra for Samus. If someone can find me an awesome series of Metroid sprites I might be able to make another ultra.
I feel I'm at the point where all she really NEEDS are her sounds. Kung Fu Man's on top of Samus is... unattractive. I have Samus' SSBB sounds. But I need to level them using goldwave or a similar program.
Maybe 1 or 2 more pallets wouldnt hurt.
She's very playable but I want her to be a brawler. Right now she's very reliant on "fireballs" which stinks. When she's near completion I want to add in SSBB style power to her. The more she beats you up, the more you get tossed around.
Not sure if you are interested, but I started to make her a home for whenever she made it public:Yes! ExShadow makes awesome stages! guaranteed. :woeh:Spoiler, click to toggle visibilty
Send PM if you like the idea.
Oh shit yeah!! Yes she does!Not sure if you are interested, but I started to make her a home for whenever she made it public:Yes! ExShadow makes awesome stages! guaranteed. :woeh:Spoiler, click to toggle visibilty
Send PM if you like the idea.
Kayetayo, I like your ideas. I think a good shoulder, slam the p2 off the wall, then super jump to send them flying would be awesome. Maybe steal the graphics from SM of the ship going to Zebes and have the player fly off the planet.
One thing I'm thinking about implementing is the multi-bomb release from Super Metroid. I have the charge shot working pretty good. In SM she could charge, drop into the ball, and I think 5 or 7 bombs would all be released in a cluster around her. Because she's so heavily reliant on projectile missiles I'm trying to come up with as many moves as possible.
That sounds nice. How about giving her a command grab. Something like venoms or spiderman web grab in marvel vs capcom, she could swing the opponent to the other side or slam them to the ground or you couldMake it act like scorpions spear and pul the opponent. Also she is heavy kicker in smash brothers so she could have decent kick normals and command normals that could set up to her long range shot like missiles and beams.Liking these ideas using the grapple beam. You could even have a swing kick, where it grabs either the top off screen, or the wall behind the opponent, and pulls her in for a kick or shoulder charge. Could make for a nice combo opener.
Goodaldo do you mean how they're arranged in the pallet or on the character or what? I mean there's only a few colors that are used for more than one area of the body. I think my pallet is well laid out. What's wrong with it?
I wanted to get some feedback on how it should actually work. In SSBB the charge shot can be interrupted and go right back to where it left off. As it is now, Samus718 can charge, do the back dash tuck into the ball, pop out, and continue charging.
I'm not sure how I feel about her being able to block or dash forward and resume charging. The blocking seems a little cheap for mugen. I dont know if there's another character that can charge a move and block and it keeps going, besides MvC2 Jill. The Forward dash seems like a cheap way to decrease the distance for a much stronger move.
Another thought about the charge move. Should it be a button hold, or a separate movement each time? Maybe a button hold to charge it, and then a second movement to fire?
Because Samus is scaled I may have to guy all of her hitsparks from the hitdefs and make explods.
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I've fixed the bug that doesnt let her get out of the charge soon enough. Just had to fineness the changestate and the timings
Right now I'm working on the effects for it. I have the white ring and the "ball" is just the temp one I've got in the video. I need to get the shooting sparks and a few other things in there to make it match better. I'm also debating if I want to try and put the spark on the end of the gun for every single animation... would be a LOT of work. Anyone work with Capt. America's shield and got advice?? The speed, damage, and clsn boxes are all scaled to how long you hold the move in. So the risk is definitely rewarded for the move time. Dont forget Samus also has the Super Missile and the Homing Missiles. She has the options of less risky projectiles. I think the player will be able to pick which one works the best in each situation. You'd probably start it up after a knock down or at the beginning of P2's Super Jump. Something that allows you to get some free time off top. I was also thinking that if it's fully charged maybe it should blast through other projectiles. Just a 2 hit version or something? Maybe put a helper on it that only hits projectiles so it doesnt 2 hit P2. | (http://i.imgur.com/Oa17qmD.png) |
Kayetayo, what type of beams would you like to see?
Right now she NEEDS anti-air bad. It doesnt seem like any of her basics do the trick. But I havent implemented the pop-up explosion yet. I dont want to make it cheap. So it might not even fit anti-air once it's done. The Blast Wall move is the only offense she has against a drop in attack. and it's just not fast enough.
I would like to try your creations but Mega is not allowed in Italy so I cannot download any of them. :(I think http://host-a.net/u/Odb718/Samus718.rar should work for you. I'll upload it to sendspace or something.
Can you put them in Mediafire too, please?
I think http://host-a.net/u/Odb718/Samus718.rar should work for you. I'll upload it to sendspace or something.
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Uploaded to sendspace (https://www.sendspace.com/file/iyj26l)
Alex let me know if those dont work for you.
Good luck with that project. I like the latest version of your Samus. Some of the attacks have displaced hitsparks and those look too small and not fitting. Will you replace them and fix their placement? Also, will other beam types be used? And will charge effect be added to charge beam? It looks weird without it and you don't know how much you charged it.Bagan, yeah it's one of the effects I've already fixed to be as close to SSBB as possible. I posted the video of the problem I was having with it.
Was just alerted that mega has yet again taken Samus down.
Download from SendSpace (https://www.sendspace.com/file/ditknx)
There's probably some small updates. I havent really worked on Samus in a while.
I'll be looking for a more permanent host for this character.
Samus is being worked on again. I'm putting my focus squarely on sounds and the whip/grapple beam.
I was having some trouble with my laptop and the dolphin emulator swapping out textures after a driver "upgrade".
Luckly, the emulator was updated 5 days ago and I got the bug fixed!
Here's a little snap of the quality I can rip.
The two images are resampled using Irfanview to half size.
As you can see Pica is all most all black. If I wanted to I could make his face black. My next experiment will be to make Samus clear. I figure I may rip one where she's black, and one where she's clear. The exact sizing of the images in my character may not fit with what the dolphin is displaying. If I do black, it may look bad, but if I do clear, then what should be behind her body will be in front...
The grapple beam effect may be able to be ripped without doing the black body.
Hopefully I can get all of her effects looking nice. I've already given her bombs a facelift. But with this I can make it look like the source. And to think I spent all those hours making the Power Shot effects by hand <_<
If you go back and read around page 2 or 3 I mention I was using BrawlBox. I originally couldnt get the Blue and Yellow Fusion textures. I wish I could have.Oh. Whoops. I probably forgot about it. If only BrawlBox would support proper rendering at that time...
I've actually progressed quite a lot in the last hour or so. I have the Grapple Beam air poke ripped pretty well. _HOPEFULLY_ I can come up with some code so it'll act as nice as Nintendo's. I have about 6 versions. Neutral jump going up, N Jump falling down, Forward jump going up, Forward jump coming down, and a few other specific rips. I'd like it to have the physics it has in SSBB. Where the beam moves depending on your velocities.
I may also be able to rip all three throws too. Forward, Up, and Back.
This is a quick grab of the Forward throw.
As you can see Samus is black and white; The textures are clear. The bump maps/spec lighting whatever effects are still being rendered. Pica uses multiple faces. I've made 1 clear, but it has the bump/lighting so it appears white. I'll probably make them all black to make "post" a little easier.
All the rest of the clear textures are exactly that, transparent.
What have I done to my self?!?!
I stayed up all day? and ripped over 1,000 effect sprites in 30 folders for Samus.
I have 6 versions of the grapple beam - air poke. I have 4 grapple beam throws. F,D,B,U.
Pretty sure I have all the FX for her missiles and other specials.
It's 2pm and I've stayed up waaaaaaaaaaaaaay past my bed time...