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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsIndie BrawlIndie Brawl: Nikujin [DONE]
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Author Topic: Indie Brawl: Nikujin [DONE]  (Read 90190 times)
medieval
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« Reply #40 on: September 21, 2008, 09:22:24 AM »

Great to see someone working on this guy's moves!
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Lucaz
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« Reply #41 on: September 21, 2008, 11:10:07 AM »

Did the basic attack. It has three frames. I you need it with two, I could remove one of the middle frames, or the last one, as you prefer.



For the combo, how much attacks would it be? They'd be all different animations?


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Soulliard
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« Reply #42 on: September 21, 2008, 11:39:34 AM »

It's probably best if you make the sword swing itself only a single frame. That would give the animation more force.
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medieval
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« Reply #43 on: September 21, 2008, 11:44:25 AM »

In the real Nikujin the cooldown takes longer than the slash. The slash is just one frame. Maybe two. And he's not doing the slash standing relaxed like that.
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Galaxy613
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« Reply #44 on: September 21, 2008, 06:47:00 PM »

Sorta like:

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William Broom
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« Reply #45 on: September 21, 2008, 07:22:42 PM »

In the original, he also uses two hands to slash.
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undertech
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« Reply #46 on: September 21, 2008, 10:00:17 PM »

MS Paint attempt


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Gainsworthy
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« Reply #47 on: September 22, 2008, 03:15:25 AM »

Yes. Two hands. Preferable.

I also think his entire body does a little of a follow-through with the sword. He's looking a little too relaxed at the moment.
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Lucaz
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« Reply #48 on: September 22, 2008, 06:51:37 AM »

The reason I gave it such a relaxed position, is that if the next attacks in the combo look different, then I thought it should start with an attack like the on I drew. But thinking of it, if the combo isn't like I thought, then the attack should be just like in the game.

How is the combo going to look?
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William Broom
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« Reply #49 on: September 22, 2008, 07:09:23 AM »

Hm, well right now there is no combo, (I know I said there would be in the original post) he just does the same slash over and over, which is like the source material. But I can easily add a combo if we want to. I'm not sure if it's worth bothering though, since a three- or four-stroke combo will be basically the same as three or four slashes in a row, both functionally and visually. You might be better off with a single slash animation that looks good when played repeatedly, like his original attack animation.
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Lucaz
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« Reply #50 on: September 22, 2008, 07:19:36 AM »

Then I'll try that later. I guess that by tonight or tomorrow night I should have it done.
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William Broom
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« Reply #51 on: September 22, 2008, 07:54:24 AM »

Spriting should be easier once you can play around with the character and see how he moves and attacks. I've only got-  Shocked I've only got two attacks left to do. This is fun! Whee!
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Soulliard
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« Reply #52 on: September 22, 2008, 12:09:35 PM »

This is fun! Whee!
Isn't it? As soon as school stops being difficult (Damn you, quarter system!) I'll get right to work on Turner.
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undertech
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« Reply #53 on: September 22, 2008, 12:10:46 PM »

Will his regular slash move him forward slightly, like the original?
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undertech
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« Reply #54 on: September 22, 2008, 10:54:50 PM »

Crouch slash

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William Broom
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« Reply #55 on: September 22, 2008, 11:04:24 PM »

Will his regular slash move him forward slightly, like the original?
It does indeed.

Also, the crouching slash as I've programmed it is really low - he practically lies on his belly. But I'm not sure about it because even with such a low hitbox, he still can't avoid a standard projectile or a flipper kick with it. And even if I change it so he can, it seems kind of counterintuitive that only Nikujin can crouch to avoid stuff, and then only when he attacks. I might change it so that it doesn't affect his hitbox, but instead commits him to a longer, but stronger attack.
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Rory
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« Reply #56 on: September 23, 2008, 01:51:07 AM »

You could, for a combo system, just have two attacks; a vertical one and a horizontal one, and code it so if the attack button is pressed again within, say, 5 frames he will do a horizontal slash. Then it would be sortof like vertical - horizontal - slight pause - vertical - horizontal etc.
Then you could have it as either the pause is long enough for an enemy to escape, or you can only do 3 in quick succession or something.
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Rostiger
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« Reply #57 on: September 23, 2008, 03:26:11 AM »

Uh, chutup, what happened to the portrait I did? You replaced it with '48x48 portrait: You can fill this space!!'.

Didn't like it, huh? Cry
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William Broom
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« Reply #58 on: September 23, 2008, 04:07:45 AM »

Aw, no. I just never thought to put it there in the first place. I'll add it now.
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Soulliard
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« Reply #59 on: September 23, 2008, 04:19:54 AM »

Also, the crouching slash as I've programmed it is really low - he practically lies on his belly. But I'm not sure about it because even with such a low hitbox, he still can't avoid a standard projectile or a flipper kick with it. And even if I change it so he can, it seems kind of counterintuitive that only Nikujin can crouch to avoid stuff, and then only when he attacks. I might change it so that it doesn't affect his hitbox, but instead commits him to a longer, but stronger attack.
I'd need to change the engine a bit to make changing hitboxes possible. If there's enough support for the change, I'll make it, but for the most part, static hitboxes work fine.
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