I added an extra frame for better flow on the transition and other several changes that you might notice
Man, I can't wait to play as Buu. HDBZ has enough dirty Saiyans already! He looks like so much fun to control, and I don't even really know his moveset yet.
You know those few times Buu went inside someone through their mouth? well, other than Vegetto, there was that fat guy who was in cahoots with the guy who shot mr.satan. point is, Buu went in through his mouth in liquid form and then the guy blew up from the inside with Buu Goo splashing out. that would make a really cool finisher
you'd have a tough time of that though. Everyone's hit reactions are pretty different. You could however set up a standard and have people make custom sprites, or align their hit reactions as needed. It would be pretty cool. Setting up the standard would be pretty easy too. The custom sprites I've made for my chars to match the Z2 guys didnt take too long. In the end it makes for a more badass mugen.
Odb718 said, August 05, 2015, 02:33:08 amyou'd have a tough time of that though. Everyone's hit reactions are pretty different. You could however set up a standard and have people make custom sprites, or align their hit reactions as needed. It would be pretty cool. Setting up the standard would be pretty easy too. The custom sprites I've made for my chars to match the Z2 guys didnt take too long. In the end it makes for a more badass mugen.Nah, not for that. Its just a grab where he enters the opponent body. Jojo bizarre did it just by having the opponent go into several get hits. you can even drag the opponent around the stage and smash him into walls with the options mugen gives.
If you wanted it as a finisher, you could always do the black on red silhouette thing. Screen turns black, we see shadow Buu entering shadow whoever's body, and then we just see an explosion. Assuming you can work that in Mugen.
Iced said, August 05, 2015, 01:05:51 pmNah, not for that. Its just a grab where he enters the opponent body. Jojo bizarre did it just by having the opponent go into several get hits. you can even drag the opponent around the stage and smash him into walls with the options mugen gives.Through the mouth though? I doubt Ken and Ryu's mouths at the same X & Y pos. I guess you could do a (const(size.head.pos.y)) for a general position.
Haven't updated for over a week, so here's something. Buu's dizzy animation:Straight from the anime (when he gets blown up from a Super Ghost).
Amazing! I remember that scene I think the anim is a bit misaligned and it makes his right leg (our left) look a bit jumpy.
Wow, that animation is horrifying, in a good way thoughalso i don't know if its too late to post palettes but i made theeseBuu (Gameboy Colour) Buu (Gameboy Colour alt)
Sorry, but that just looks lazy. For starters, a Gameboy Color's color scheme is definitely not that limited. While it's true that an individual sprite is limited to three colors, most sprites were made by overlaying sprites on top of each other, which pushes your limit up to 12 colors. Don't limit yourself to the point that it looks bad. Even an old-school palette can look good if done correctly.The second problem is that the outlines don't really mesh with the color palette. It might work on other sprites (ie: simple SNES-style sprites you want to reduce to look like GBC sprites), but not on full-sized fighter sprites.
Barker said, August 14, 2015, 09:09:46 pmHaven't updated for over a week, so here's something. Buu's dizzy animation:Straight from the anime (when he gets blown up from a Super Ghost).It looks Really great
Jango Hakamichi said, August 18, 2015, 12:31:56 pmSorry, but that just looks lazy. For starters, a Gameboy Color's color scheme is definitely not that limited. While it's true that an individual sprite is limited to three colors, most sprites were made by overlaying sprites on top of each other, which pushes your limit up to 12 colors. Don't limit yourself to the point that it looks bad. Even an old-school palette can look good if done correctly.The second problem is that the outlines don't really mesh with the color palette. It might work on other sprites (ie: simple SNES-style sprites you want to reduce to look like GBC sprites), but not on full-sized fighter sprites.Well i based it on thisthough the palette i made doesn't look bad to me.
Notice that the black outlines cover the entirety of the sprite. It makes sense in that case. Additionally, the design philosophies are different. In smaller sprites like those with those limitations, the emphasis is less on making it look amazing than it is to make someone be able to think "Oh that's Buu" when they see it. When the sprites get bigger, it's easier to identify something naturally, so the artist is able to use more colors, hence why Buu doesn't have a single-colored outline.This write-up does a good job explaining the differences
Jango Hakamichi said, August 19, 2015, 09:21:27 amNotice that the black outlines cover the entirety of the sprite. It makes sense in that case. Additionally, the design philosophies are different. In smaller sprites like those with those limitations, the emphasis is less on making it look amazing than it is to make someone be able to think "Oh that's Buu" when they see it. When the sprites get bigger, it's easier to identify something naturally, so the artist is able to use more colors, hence why Buu doesn't have a single-colored outline.This write-up does a good job explaining the differencesHmmm, i guess the palette i made isn't that good
im sorry barker i just cant help myselfSpoiler, click to toggle visibilty EVERYBODY DANCE NOW!dont feel bad i like the palette you made