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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsIndie BrawlIndie Brawl: Quote and Curly
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Author Topic: Indie Brawl: Quote and Curly  (Read 57692 times)
medieval
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« Reply #80 on: September 23, 2008, 11:08:24 AM »

Those are both very, very awesome.
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Soulliard
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« Reply #81 on: September 23, 2008, 11:21:04 AM »

One last suggestion, based on the original scheme:
I don't think the polar star fired forward is necessary since the spirit King would mostly be used instead, if it has a short warmup and cooldown (which it has in cave story). Instead we could just do a punch for neutral A but still leave the polar star up and down attacks.
Spirit King has a very large cooldown in order to balance it. Polar Star is a 6-frame attack, and Spirit King takes nearly 30 frames to execute.

Polar Star has great range, and its intended to get off a few quick points of damage without stunning the enemy. Spirit King is powerful and unblockable, and it can hit multiple enemies in a large area, but it has much less range. The two attacks are very different.

You can try it out in the latest release of the engine, if you haven't already.
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Rostiger
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« Reply #82 on: September 23, 2008, 11:50:20 PM »

Here's my first pixel explosion I ever did:



Nuke 'em Quote!  Cave Story

[EDIT]

And here the polar bullet:



[/EDIT]
« Last Edit: September 24, 2008, 04:16:55 AM by Kovski » Logged

Clemens Scott
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« Reply #83 on: September 24, 2008, 06:03:54 AM »

Beautiful!
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Rostiger
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« Reply #84 on: September 24, 2008, 01:41:58 PM »

Glad you like it!

Here's some more - got it done finally!

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Clemens Scott
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« Reply #85 on: September 24, 2008, 01:46:45 PM »

HE'S ON FIRE!

BOOMSHAKALAKA!
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William Broom
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« Reply #86 on: September 24, 2008, 03:59:27 PM »

 Kiss
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neon
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« Reply #87 on: September 24, 2008, 05:11:51 PM »

holy fuck, kovski!

 Kiss Kiss Kiss Kiss Kiss
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Soulliard
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« Reply #88 on: September 24, 2008, 05:42:38 PM »

It looks even better in action.  Cool
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Xenophobe
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wat fk


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« Reply #89 on: September 24, 2008, 07:29:39 PM »

Here's a crazy idea. If you really don't like the idea of projectiles as standard attacks, we could change the move list to this:

A: Blade
>A: Spirit King
^A: Booster
vA: Rocket Launcher

S: Spur
>S: Polar Star
^S: Polar Star (Fired Upwards)
vS: Fireball

That way, his basic attacks are all relatively short-ranged. The lack of a special recovery move might be annoying, though.

I like this movelist a lot, in playing the engine tests, my friends and I rarely used special recovery moves because jump could recover from most hits, and there is HP instead of smash bros style %, so flying of the course wasn't a problem.
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neon
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« Reply #90 on: September 24, 2008, 08:28:28 PM »

but, i think the explosion is a bit too much on the red side.  maybe do a hueshift towards the yellow-orange side of things?  it kinda looks like the explosion was caused by a stick of dynamite in a crate of paprika.  also, the top part of the mushroom cloud looks a little funny as it evaporates, and i think it's a bit too dark.  i don't know.. take these crits with a grain of salt.  otherwise, i love everything.
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« Reply #91 on: September 24, 2008, 11:34:42 PM »

Ah, thanks for the input, neon. I'll try to tweak the explosion a little bit, when I get around to it. How said - it's the first one I ever did so any corrections are more than welcomed.

Anyway - I'll try to finish up the rest of the animations for Quote as soon as possible. Unfortunately today I have to work and am overall quite busy the rest of the week, so I have to see how I get around to it. Gotta pay the bills sometime too, eh? Wink

Nightshade, I saw you edited the list with the missing sprites and that you suggested(?) a bigger missile. Do you mean another one that is shot when the player charges or should I increase the size of the current one? What did you have in mind in first playe, anyway?

It looks even better in action.  Cool
Wanna see! Wanna see!  Grin
« Last Edit: September 25, 2008, 11:01:59 PM by Kovski » Logged

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« Reply #92 on: September 25, 2008, 12:16:08 AM »

I hope you don't mind  Embarrassed Just for a little while
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« Reply #93 on: September 25, 2008, 12:49:27 AM »

Not at all! It's my pleasure!  Kiss
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Clemens Scott
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Soulliard
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« Reply #94 on: September 25, 2008, 04:23:45 AM »

Nightshade, I saw you edited the list with the missing sprites and that you suggested(?) a bigger missile. Do you mean another one that is shot when the player charges or should I increase the size of the current one? What did you have in mind in first playe, anyway?
Since the missile is more powerful when used on the ground than in the air, it was suggested that the missile be larger to indicate that. It's not terribly important, though.
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Synnah
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« Reply #95 on: September 25, 2008, 08:28:37 AM »

Glad you like it!

Here's some more - got it done finally!



That's awesome. I love the expression on his face during the recoil!
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"What's that thing at the end of the large intestine? Because that's exactly what you've done here." - Ray Smuckles, Achewood.

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« Reply #96 on: September 25, 2008, 02:20:18 PM »

Thanks much for the appreciation. I'm currently working on the throwing animation, but character sprites always take me a lot longer than smaller effects, which is why I took a quick break and incorporated neons feedback.
Here's the updated version of the explosion:

   New          Old
   

As you can see I just changed the colors a more to yellow and lighted up the smoke a bit. I will adapt a bit more on the animation itself, once I can have a look at it in game.
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Clemens Scott
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Corpus
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« Reply #97 on: September 25, 2008, 02:27:53 PM »

Kovski, the animations are awesome. It might be worth thinking about the fact that Oracle's style used black outlines to separate different objects on the character - it's not just around the outside. In particular, the gun on your falling animation should have an outline, I think.
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Rostiger
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« Reply #98 on: September 25, 2008, 11:04:26 PM »

Kovski, the animations are awesome. It might be worth thinking about the fact that Oracle's style used black outlines to separate different objects on the character - it's not just around the outside. In particular, the gun on your falling animation should have an outline, I think.

Thanks, glad you like them. Wink
Concerning the black outline you're right. I've actually utilized it that way in the new throwing animation for Quote:



I guess I just forgot it for the hurting animation... I have to go over it anyway a little bit again..
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Clemens Scott
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neon
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« Reply #99 on: September 25, 2008, 11:16:21 PM »

god damn!  are you some sort of excellent animation robot, kovski?
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