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MotorRoach

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Messages by MotorRoach

    

Re: [Theme Thread] CVS Sprite thread

 July 05, 2022, 04:59:00 PM View in topic context
 Posted by MotorRoach  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

You can't or you don't want to? Because you definitely could do it with Takuma just fine, and it looked great.
    

Re: [Theme Thread] CVS Sprite thread

 July 04, 2022, 07:04:37 PM View in topic context
 Posted by MotorRoach  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

Great attempts mates, congratulations. Also i did this whole stance attempt of kof99 Ralf in similar cvs style hope ya fellas enjoy it -

 

This doesn't even look like CvS anymore. It looks more like the unfinished beta Hugo sprites in SF3 New Generation. You essentially stripped down the essential key details to the CvS sprite style to the point it might as well not even be called CvS anymore. It looks like this right now, instead of a proper CvS sprite.



If you're just going to remove essential CvS details from your sprite, you might as well be trying another sprite style at that point.
    

Re: My sprites, edits and animations

 June 06, 2022, 04:03:52 AM View in topic context
 Posted by MotorRoach  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 PM
 Board: Graphics

That's pretty cool.
    

Re: [Theme Thread] CVS Sprite thread

 April 17, 2022, 09:17:23 PM View in topic context
 Posted by MotorRoach  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

Your spriting style sincerely got much worse over time. There is such a thing as "simplifying the process", then there's "stripping it away from any details", which just makes the whole thing look bland. Your new Krauser and Daimon sprites don't even look like CvS sprites anymore, they just look flat and unappealing.

There's no way around it. CvS sprites are going to take effort to go through. You can only simplify the process so much until it stops looking like CvS.
    

Re: [Theme Thread] CVS Sprite thread

 April 16, 2022, 09:26:10 PM View in topic context
 Posted by MotorRoach  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

Yes i do know that and may be you are right, but I found this Dampir sff with alternate armor from real bout so I'm inspired on that sprites.

We're not talking about the design. We're talking about how the way you shaded his body pretty much got worse over time. You could have very well taken the older sprite and given him the Real Bout armor instead.
    

Re: [Theme Thread] CVS Sprite thread

 March 29, 2022, 04:34:49 PM View in topic context
 Posted by MotorRoach  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

A little bit off-topic, but seeing the discussion about the colors, I remember a guide Eternaga/!E/ETG did a couple years ago with a lot of colors that could be useful:



Please, don't use this guide. It's not only inaccurate to how CvS sprites are often shaded, but those colors are awfully way too washed out. If you want proper color and shading reference, just look analyze the source material instead. The only indepth analysis of the style's shading that comes in mind is the IRWT page of it.
    

Re: [Theme Thread] CVS Sprite thread

 March 07, 2022, 11:36:32 PM View in topic context
 Posted by MotorRoach  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

So about the pants, the old version reused some parts (pants, and feet) from the CvS stance. I wanted to make his standing animation more unique because as I said, the legs and feet were reused from the CvS stance, and the belt is somehow bugging me (I think the way of how it looks?).

Worth realizing that you don't have to change things for the sake of changing them. No point in reinventing how pants bounce in CvS, and you'd probably want to remain consistent with how clothing animates in CvS instead of SF3.
    

Re: Card Sagas War Sonic

 February 16, 2022, 05:18:26 PM View in topic context
 Posted by MotorRoach  in Card Sagas War Sonic (Started by ponchito December 25, 2021, 05:40:25 PM
 Board: Sprite Projects

Hey, this looks incredibly animated, good work on it!
    

Re: FeLo & Co

 January 30, 2022, 06:36:59 PM View in topic context
 Posted by MotorRoach  in FeLo & Co (Started by FeLo_Llop April 04, 2010, 03:30:29 PM
 Board: Sprite Projects

In case you do go for SvC Demitri, would you be willing to make him feel closer to how he did in Darkstalkers? I say the Ohgaki version of Demitri was an ideal take on making SvC Demitri feel closer to his Darkstalkers counterpart, so I think that would be a good point of refernece to take a look at.
    

Re: FeLo & Co

 January 29, 2022, 04:23:38 PM View in topic context
 Posted by MotorRoach  in FeLo & Co (Started by FeLo_Llop April 04, 2010, 03:30:29 PM
 Board: Sprite Projects

Demitri would indeed be great, though I think you're better off using the CFJ sprite set. It's a tad taller than the original Darkstalkers sprites, and honestly, I feel SvC ruined the cartoony appeal that Demitri had in Darkstalkers by making him way edgier looking. In case you feel CFJ is still a bit too short, I think you can get away with stretching up the sprites a slight bit.
    

Re: Card Sagas War Sonic

 December 28, 2021, 09:07:30 PM View in topic context
 Posted by MotorRoach  in Card Sagas War Sonic (Started by ponchito December 25, 2021, 05:40:25 PM
 Board: Sprite Projects

Really love how fluid and depthful your Sonic looks! Hope you keep going with it, because this looks very expressive!
    

Re: My sprites, edits and animations

 December 28, 2021, 07:29:38 PM View in topic context
 Posted by MotorRoach  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 PM
 Board: Graphics

Smooth work as always, love how you handled the Wild Ambition design
    

Re: [Theme Thread] CVS Sprite thread

 November 18, 2021, 02:49:25 AM View in topic context
 Posted by MotorRoach  in [Theme Thread] CVS Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:51:37 PM
 Board: Graphics

So, for ages, Kyo's idle in CvS always bothered me and I couldn't pinpoint why. After taking a deep analysis on it, I realized that the problem was that Kyo's hair and jacket was moving in sync with his body. If you know a thing or two about overlapping movement in animation, then the loose parts of the character should move slightly delayed as they catch up to the character movement, otherwise it looks stiff and unnatural.

-->

So I took a moment to delay all the frames of Kyo's hair and jacket by one frame, and that made the animation much better for me already, despite it being a subtle difference. Feel free to use it, I guess!
    

Re: My sprites, edits and animations

 November 14, 2021, 03:10:45 AM View in topic context
 Posted by MotorRoach  in My sprites, edits and animations (Started by Guillotine August 15, 2019, 03:17:17 PM
 Board: Graphics

Really cool to see you tackling animations again. Always nice to see your sprite work.
    

Re: [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread

 July 23, 2021, 08:41:25 PM View in topic context
 Posted by MotorRoach  in [Theme Thread] Street Fighter Alpha/CPS2 Sprite thread (Started by Formerly Hoshi April 21, 2010, 09:49:06 PM
 Board: Graphics

That's actually pretty fucking cool, really like the whole motion of the pose here.
    

Re: Benhazard Wip Projects and other Stuff

 June 11, 2021, 07:13:37 PM View in topic context
 Posted by MotorRoach  in Benhazard Wip Projects and other Stuff (Started by benhazard September 22, 2020, 04:20:47 PM
 Board: Sprite Projects

Your Gouken is looking very lively as usual, and that Shermie is turning out really nice as well. Always love to see more of your work!
    

Re: Beast by Gladiacloud, MotorRoach, and Kenshiro99

 March 30, 2021, 03:14:04 AM View in topic context
 Posted by MotorRoach  in Beast by Gladiacloud, MotorRoach, and Kenshiro99 (Started by MotorRoach March 26, 2021, 02:24:35 AM
 Board: Your Releases, 1.0+

I hope you know your work is very much beloved, Gladia, and regardless of whether you keep making Mugen characters or not, I want to thank you for all the great content who released for everyone to enjoy. You put out a lot of good stuff that I doubt we'd get even in decades from now.

On relation to the actual thread, though, there was a problem with Beast's advancing guard in recent updates that caused him to suddenly get hit if you used it against multi hit opponent moves, so that has been updated to work properly. Shoutouts to SquidlyPoli1 for delivering a fix for it.
    

Re: Beast by Gladiacloud, MotorRoach, and Kenshiro99

 March 28, 2021, 05:29:24 AM View in topic context
 Posted by MotorRoach  in Beast by Gladiacloud, MotorRoach, and Kenshiro99 (Started by MotorRoach March 26, 2021, 02:24:35 AM
 Board: Your Releases, 1.0+

These are some pretty cool palettes. Just not a fan of how the red one looks, but then again, there's only so much you can do by changing the palette, to make him look like a zombie.

...by the way, one of Amidweiz's changes to Beast caused him to react weirdly to being knocked up or back from the p2 side, affecting his gameplay very oddly. So I just reverted the download link to the previous version before this bug happened, and I'll update it later on when we find out how to fix this. Sorry about that.

EDIT: Bug's been fixed and the new update is up. Thanks, Kamekaze.
    

Re: Beast by Gladiacloud, MotorRoach, and Kenshiro99

 March 27, 2021, 05:27:02 PM View in topic context
 Posted by MotorRoach  in Beast by Gladiacloud, MotorRoach, and Kenshiro99 (Started by MotorRoach March 26, 2021, 02:24:35 AM
 Board: Your Releases, 1.0+

So, this one is a minor update, but Amidweiz surprised me with a handful of fixes to Beast's internal coding. Nothing that necessarily impacted the gameplay, but still very appreciated. Amidweiz also tweak a few other things, to make using a few of Beast's normals less likely to just go through thinner characters (I'm looking at you, Kung Fu Man):

 - Fixed a handful of internal issues and deprecations
 - Width is slightly increased now
 - A. mp has a slightly extended hitbox and a. mk has the hitbox slightly lowered to make it less likely to just miss the attacks on thinner characters
    

Re: Beast by Gladiacloud, MotorRoach, and Kenshiro99

 March 27, 2021, 02:26:00 AM View in topic context
 Posted by MotorRoach  in Beast by Gladiacloud, MotorRoach, and Kenshiro99 (Started by MotorRoach March 26, 2021, 02:24:35 AM
 Board: Your Releases, 1.0+

New update for Beast released, and huge thanks for JtheSaltyy for helping out with a handful of these changes:

 - Major revision of his hitboxes to make them more punishable
 - Frame data changes
 - Invulnerability changed on the hyper moves
 - Bug with his level 3 being countered fixed
 - Invulnerability tweaks during advancing guard
 - Removed most of the screen flashes from his moves to make him less eye straining to play as