Barker said, February 11, 2015, 10:05:12 pmI had a lengthy talk with Iced yesterday about some stuff. Things are in motion for Buu, some really great stuff is planned.Ooooooooooooohhhh yes..................
It's a fixer upper, but overall I like it. The feet are probably out of alignment and they sometimes look like they aren't facing forward. His hands and forearms aren't big enough, so i need to fix those. The tentacle doesn't move as much as I want.As for a programmer, not much thought has been put into it (by me, at least). That's probably something that will be decided after I get a little bit more done. I like the enthusiasm though!
Damn, that's a boss looking walk, it's just so badass. And yeah, aside the things you mentioned and the jumpy shading on his hand and arm, I'm loving how it's looking so far.
i think you are going to need another frame in there, also a bit of work on the feet. setup guidelines while doing big motions so you are sure the sprites all align properly. HQ can probably help you out with that he is really good at animating.
Barker said, February 12, 2015, 08:09:15 pmIs that based on KOF 2003's Mukai?Anyhow, I feel the shoulder+arm in the front could sway further back. It looks like it's doing a very natural motion, then it's suddenly stopped by an invisible wall on it's way back.
Great work Barker! I love the process so far!Something about the timing still looks wrong but that should be faster edits after these improvements are made: --> --> (last one should have better hip-movement)Iced said, February 12, 2015, 08:36:47 pmi think you are going to need another frame in there, also a bit of work on the feet. setup guidelines while doing big motions so you are sure the sprites all align properly. HQ can probably help you out with that he is really good at animating.haha thanks - I wish I was good at actually animating and not just observing
Basically just filled in the blanks. I'll need to redraw frame 9 but that's easy enough. It already looks much better!
Great to hear btw. what is the final stance now?Ignore the afterimage during the animation - what you need to make the walk transist smoothly is 1 or 2 frames inbetween from the stance:of course 2 would be better, seeing that the foot / arm movement from the walk is contrary to the stance.
Say whaaaaa?! Damn I missed alot, this is beautiful dude. I'll be following this religiously as well, you just made a new fan sir.
Also, I dont know if it is worth doing (seeing how Freeza's walk was such a big issue and in all the videos the walk hardly ever shows up long enough to even have an issue with it to begin with), or you'd even would want to do that. But maybe having Buu have two 2 walk animations - depending on what his stance is at the moment (llazy or prepared to fight) could differentiate him even more. That's definetly not on a top priority either way haha (would need a transistion frame)
Something like this:Crouching ---> First Idle ---> Relaxed Idle ---> WalkingAnything is subject to change or tweaking.HQ said, February 13, 2015, 01:27:45 am This could work for his "Hunger" stance.
It would actually be pretty neat if he was a character that played different in his idle style. So his fighting style would involve him trying to get to a point where you can sit still for a bit. I'm not sure what all it could change (faster attacks, more stretching, larger attacks). And not sure if it's a timed style or limited to the next attack(s) in some way.