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1075981 Posts in 44155 Topics- by 36122 Members - Latest Member: Peggyfreeman

December 29, 2014, 09:22:48 PM
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1  Developer / Indie Brawl / Re: Indie Brawl: Iji on: October 02, 2009, 02:02:20 PM
That's very smooth, but not precisely what I mean. I'll post something when I get a moment.

Well, what you said doesn't match up with the current images, so I'd have no base to start from. I suppose a completely new sprite could be made, but I wouldn't even have a perspective to work from.
Plus, adding the 'glowshield', which nothing else uses, would make the charge of a Nuke pretty obvious; thus, we don't need a completely obvious pose for it.

Still, if you'd rather a different pose was used, just say the word...

Shwart!!
2  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 30, 2009, 02:16:22 PM
Nope, just 1 casing for the Plasma Cannon. I started up Iji this morning just to check all the weapons.
As for the shotgun, I don't see a shell coming from Liero's shotgun. If there is one implemented, then that could work, with the proviso that Iji's shotgun leaves 2 shell casings. (No, I don't know why. Ask Remar. Tongue)

EDIT: The grounded Nuke animation is coming along. Next step: Glowshield...

Yes, it's a bit fast. I set it to 20 FPS so I could make it smoother. It also might work better at around 16 FPS, so my question is: How well does Indiebrawl support varying sprite speed?

Shwart!!
3  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 30, 2009, 07:18:04 AM
EDIT: Also, I just noticed that there is a little red particle coming off the gun going backwards. It would look cool to work that into the animation. (there are actually a few, but this pic was near the end of the attack)
That would be the shell casing. There's just one, but it sparkles. Iji's Shotgun/MachineGun attacks leave bullet casings, while the Plasma Cannon/Shocksplinter/Splintergun leave those red sparkly shell casings. If we were to implement one here, we should do one for the splintergun and the shotgun, too...

Shwart!!
4  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 29, 2009, 08:10:18 PM
By falling animation, I meant the animation she plays when she is falling, there might be a specific one, or just her air animation, whatever.

And yeah, the current jumping animation would do fine for the superman jump.

And I think the shield should be fine as is (I'd have to see it in game to judge properly).
That should flash on, and disappear in a cloud of particles when the explosion happens; realistically the explosion itself will have enough particles floating around for the shield anyway, so it could just disappear as soon as she's in the air.

We'll need a mid-air shield animation too though, shouldn't be too complicated.
Already did the mid-air one once, with the ground one before. Still remaking both.
RE the particle-disappearing shield: that's why I specified to draw the explosion over Iji; the shield can disappear instantly, without anyone noticing, so I need to draw less.  Wink

EDIT: Shouldn't someone do a falling animation at some point? I might do one myself, once this nuke is done...

Shwart!!
5  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 29, 2009, 07:46:54 PM
She does a 'superman' pose, looking upwards while holding her gun in both hands, when she starts falling this pose cancels and she returns to normal falling animation. She could act normally for this one, at very least when falling.

Uh... 2 questions. First, where is the 'falling' animation? Iji doesn't, so far as I can tell, have a 'falling' animation; she has a mid-air animation that looks like she's going up, but I can't find a falling anim. Second, how would a 'superman' pose be any different from her current mid-air pose? She's looking up, holding her gun with both hands (as she always does).

I'll see what I can do about the charging animations.
Also, what does everyone think about the 'NanoShield' effect? Should it be removed, left as-is, or increased in some regard?

Shwart!!
6  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 29, 2009, 02:48:43 PM
Except this is her triple jump. Otherwise, you'd probably be right.

Shwart!!
7  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 29, 2009, 11:45:39 AM
So I've got a prototype nuke animation done.

The way I see it working, one of these animations plays for 6 frames (~the delay time), based on whether Iji is on the ground or in the air. At the end of those 6 frames, a nuke explosion occurs, drawn above the map and characters, while Iji goes straight into her usual 'mid-air' animation.

Problem is, I can't for the life of me make a good explosion.
The original nuke is a 6-frame affair, and I've copied it down here, if we want to keep the same style as Ultimortal's nuke.
If anyone wants to contribute an appropriate explosion, it would be most appreciated. The contact frame should be roughly a circle, diameter = Iji's height, based on the current placeholders.

EDIT: I think the Plasma Cannon would be cooler, honestly. Plus, Ultimortal's Velocithor has no knockback, whereas the Plasma Cannon has significant knockback, making it fit better with the current function here.
EDIT 2: Actually, if we want to keep wall-piercing, it'd make more sense to keep it as the Velocithor. I'm not sure, though; are any of the maps even going to have walls? Personally, I don't necessarily see it being too important, even if some of the maps have walls, to have a piercing weapon; it might end up overpowered, besides.

Shwart!!
8  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 11, 2009, 07:46:32 PM
Sweet. Those are all pretty fun to use.
I'll start working on some new animations when I have time.

Shwart!!
9  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 11, 2009, 02:00:20 PM
Plus, this would go much further, make less sense, and as mentioned be very difficult to balance.

So is there a consensus on movelist changes? If I'm to make some more animations, I'd like to be sure they're not wasted.

Shwart!!
10  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 10, 2009, 08:01:03 PM
Way too hard to implement well. Also makes little sense.
Anyway! Ultimortal gave me a ZIP file of sounds for use. I can send it to whomever needs it, they just need to ask. (I don't know how to upload files for here...)
Cheers to him for being a great help.  Beer!Hand Thumbs Up Left

Shwart!!
11  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 09, 2009, 05:27:53 PM

These are the changes I propose:
- Replace A with the Cyclic Fusion Ignition System (CFIS), a short-ranged electric attack with high damage and mild stunning. The button can be held down to maintain the attack indefinitely. Compare it to Bowser's fire breath in SSB.
- Replace >A with Kick. The attack probably ought to have some forward momentum.
- Replace ^A with the Resonance Detonator (currently vS). It goes against the formula to put a defensive move here, but it's not an exceptional defensive move. It's a solid attack in its own right, and one of Iji's few attacks that makes sense to aim upwards
- Replace vS with the Velocithor (currently S). It can only be used on the ground, so the control designation isn't too odd.
- Replace S with either the Splintergun (currently A) or the Shocksplinter, a single powerful explosive projectile.

Thoughts?

I approve overall. I'd do the Shocksplinter, as it's a cool projectile, and it is different enough from the other moves. I'd increase the Velocithor charge slightly, and give the Shocksplinter very little charge time. Maybe lower damage to compensate.

As for the sentiment that 'shotgun sucks', I'm not sure where that comes from. That is by far the weapon I use the most. Works against anything that isn't a Boss/Annihilator (Boss-y). Saves ammo, and with a good ATK stat, mauls littler guys.
Still, it's not necessarily an attack that needs to be here. The CFIS might fit better as a close attack.
Also, maybe slowly reduce the CFIS' range the longer it's fired at once? Seems funny to have an infinite attack.

THE KICK: In her game, it's a bit of a jump kick. Hops up, raising the left leg a bit higher, then pivots left, bringing the left leg down and the right leg forward.
Here, it doesn't have to be identical. I do feel it should be somewhat similar though, like keep the hop?

Sounds: I'll send a message to Remar soon, and hopefully have the needed sounds shortly after. Whether we use them or not, they'll be available.

Shwart!!
12  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 03, 2009, 09:52:12 AM
Cracking doesn't directly have a sound effect. Did you mean the 'spark' noise or the 'upgrade' noise?
Also, what kind of voices do you mean? Do we want some custom taunts or something? And if so, what should be said?

Shwart!!
13  Developer / Indie Brawl / Re: Indie Brawl: Iji on: September 03, 2009, 07:44:23 AM
What? As far as I can remember I just took out one frame, but how does that making editing harder?

It was very heavily trimmed, likely automatically.
Of course, the next morning, I found a de-optimize function. >< So I guess it doesn't really matter that much. Twas just difficult that one time.

On another note, I've been speaking with Remar. He says he can give us sounds we need for Indiebrawl, and might even have 'Iji' (Anna) record some new voices if we want them to.
So what kinds of sounds do we need? Weapons, voices, effects? Maybe some taunts?

Shwart!!
14  Developer / Indie Brawl / Re: Indie Brawl: Iji on: August 31, 2009, 04:39:35 PM
Are we now? Don't we need a firing animation?

Actually, I was about to go make one. Question: Do we want to use the 'charging' effect (shrinking wireframe circle) used in Iji by the enemies? I know Iji's gun pre-generates ammo, but in Indiebrawl, there is a firing delay on all the weapons. I, personally, think it could work, as the current delay is slightly flow-breaking; it would be nice to see something happening leading up to the actual attack.

EDIT: Irrelevant question: Are we using the Velocithor, or the Plasma Cannon? The movelist says the Velocithor, but in 0.10, it behaves more like the plasma cannon- 1 frame shot, with decent damage. If we want it to be like the Velocithor, we should sustain the attack for a few frames. Like maybe the length of Iosa's Velocithor attack in Iji.

Shwart!!
15  Developer / Indie Brawl / Re: Indie Brawl: Iji on: August 30, 2009, 10:17:09 AM
Made another, possibly final, revision to the crack animation to fix some of the things mentioned above. Thumb is unchanged, as I couldn't get it to move smoothly, and it's not that bad the way it is.



Shwart!!
16  Developer / Indie Brawl / Re: Indie Brawl: Iji on: August 30, 2009, 09:35:31 AM
Nice cracking animation Shwart! I made another edit, to fix small things and add a bit more detail to the motion:



Thanks. Your edits are pretty good, but a couple small problems; the back foot randomly changes, Iji moves smoothly forward but not back, the thumb is a bit off still, and your animation is optimized for filesize, trimming out redundant parts of frames. This leaves a problem for anyone trying to edit it further. I'm trying to edit it myself, but it's not working well.
EDIT: You changed both feet. Any reason why? I don't see much of a problem, but consistancy is good...

Also, NineVSquid? Awesome.  Coffee Cheers!

And lastly. Shouldn't we just use the rockets from Iji, or something similar?

Shwart!!
17  Developer / Indie Brawl / Re: Indie Brawl: Iji on: August 29, 2009, 09:10:14 PM
Okay, got the glowfist working. And learned how to animate GIFs. Woot woot.






Made this before seeing your two posts. The foot sliding above is due to my brother failing at animation. I'll fix the grip in the morning, and I'll probably increase the outline too...

Shwart!!
18  Developer / Indie Brawl / Re: Indie Brawl: Iji on: August 29, 2009, 08:38:45 PM
Huh. I'm going to be using the 2nd hand version then, unless anyone objects, because this one looks kinda bad animated.
Thanks for the anim.

Shwart!!
19  Developer / Indie Brawl / Re: Indie Brawl: Iji on: August 29, 2009, 07:00:20 PM
I don't really think so; it's thick in all the other animations, so it would be hard to change consistantly. Plus, it looks fine (I think) with the head outlined darker; a larger object can have a larger outline than a smaller one and look fine, plus the crack animation isn't going to be seen very much anyway.
But I'm glad you approve of the sprites. I'll see if I can add that 'glowfist' thing...

Shwart!!
20  Developer / Indie Brawl / Re: Indie Brawl: Iji on: August 29, 2009, 05:17:47 PM
Okay... but it doesn't look great.


Personally, I prefer it with the thinner outline on the arm; it just looks weird with the outline doubling the width of the arm.

Shwart!!
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