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Super Buu Z2 [Project] (Read 805825 times)

Started by Barker, February 06, 2015, 02:22:19 am
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Re: Super Buu Z2 (Inspired) [Project]
#401  August 01, 2015, 06:47:26 pm
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LOL that head dildo looks so funny.
Re: Super Buu Z2 (Inspired) [Project]
#402  August 01, 2015, 09:15:56 pm
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I added an extra frame for better flow on the transition and other several changes that you might notice
Re: Super Buu Z2 (Inspired) [Project]
#403  August 01, 2015, 09:21:46 pm
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Yep I can see what you did there, balmsold. ^_^
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Re: Super Buu Z2 (Inspired) [Project]
#404  August 03, 2015, 08:21:51 am
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so much win in these Z2 threads, wow!
Re: Super Buu Z2 (Inspired) [Project]
#405  August 03, 2015, 08:25:58 am
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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.
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Re: Super Buu Z2 (Inspired) [Project]
#406  August 05, 2015, 01:35:25 am
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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
Re: Super Buu Z2 (Inspired) [Project]
#407  August 05, 2015, 02:33:08 am
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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.
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Re: Super Buu Z2 (Inspired) [Project]
#408  August 05, 2015, 01:05:51 pm
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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.

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.
Re: Super Buu Z2 (Inspired) [Project]
#409  August 05, 2015, 05:28:29 pm
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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.
Re: Super Buu Z2 (Inspired) [Project]
#410  August 06, 2015, 11:51:04 pm
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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.
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.
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Re: Super Buu Z2 (Inspired) [Project]
#411  August 14, 2015, 09:09:46 pm
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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).
Re: Super Buu Z2 (Inspired) [Project]
#412  August 14, 2015, 09:26:29 pm
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Amazing! I remember that scene :laugh:

I think the anim is a bit misaligned and it makes his right leg (our left) look a bit jumpy.
Re: Super Buu Z2 (Inspired) [Project]
#413  August 14, 2015, 09:43:58 pm
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it looks to serious for something that a tiny masenko/atomic blast can do. or if the time runs out..
Re: Super Buu Z2 (Inspired) [Project]
#414  August 15, 2015, 05:21:38 am
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Wow, that animation is horrifying, in a good way though

also i don't know if its too late to post palettes but i made theese
Buu (Gameboy Colour)

Buu (Gameboy Colour alt)
Re: Super Buu Z2 (Inspired) [Project]
#415  August 18, 2015, 12:31:56 pm
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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.
Re: Super Buu Z2 (Inspired) [Project]
#416  August 18, 2015, 08:08:38 pm
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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).

It looks Really great
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Re: Super Buu Z2 (Inspired) [Project]
#417  August 19, 2015, 08:34:41 am
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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.
Well i based it on this

though the palette i made doesn't look bad to me.
Re: Super Buu Z2 (Inspired) [Project]
#418  August 19, 2015, 09:21:27 am
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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
Re: Super Buu Z2 (Inspired) [Project]
#419  August 19, 2015, 09:34:31 am
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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
Hmmm, i guess the palette i made isn't that good
Re: Super Buu Z2 (Inspired) [Project]
#420  August 19, 2015, 10:06:38 am
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im sorry barker i just cant help myself

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dont feel bad i like the palette you made