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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 90243 times)
Xion
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« Reply #300 on: August 31, 2009, 11:04:09 AM »

What. No he doesn't?
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mokesmoe
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« Reply #301 on: August 31, 2009, 11:11:14 AM »

Err... graphics quality?
I knew I would mess up that joke some how.
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godsavant
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« Reply #302 on: August 31, 2009, 12:08:11 PM »

It's not done yet. Facepalm
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Rostiger
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« Reply #303 on: August 31, 2009, 02:08:18 PM »

NICE, Clemens! Hand Metal Right

The best part of Nikujin. Smiley

Thanks, man. I try to get some stuff done for IB before I have to get back to work. Let's see how far I can get.. Wink

I like the draft. However, after Nikujin stabs the target's head, he jumps back into the air instead of landing back on the ground.

Well that's what he does, doesn't he? If the player doesn't add a combo the animation shows pretty much what the move will look like.

If the sprite is changed to the jumping one anyway after leaping off the enemies shoulder, I could skip rest of the animation.
Still, I might just keep it for showing off and re-using frame parts for other animations. Wink

And make sure it looks painful when he pulls the sword back out.

Hehe, I was tempted to add a jerking movement when pulling out the sword (freudian high-five!), but maybe too brutal for IB?

Also: running animation - I'll iterate it once the speed is fixed and we see if the animation looks right in-game.

It's not done yet. Facepalm

And witching hour already..  Tired
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Clemens Scott
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« Reply #304 on: August 31, 2009, 02:38:50 PM »

I mean, after Nikujin stabs the target, he really jumps back into the air- it's not just a little hop.

You might be right about the brutality thing. Just do what you think works best. I trust your judgment.

Re: Running Animation: I think I'll end up increasing Nikujin's speed from 8 pixels/step to 10 pixels/step. The current draft looks really good at 4 steps/frame.
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mokesmoe
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« Reply #305 on: August 31, 2009, 02:47:04 PM »

It's not done yet. Facepalm
That was the joke.
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BoydTheMilkman
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« Reply #306 on: August 31, 2009, 04:22:23 PM »

It's not done yet. Facepalm
That was the joke.
It wasn't very funny.
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mokesmoe
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« Reply #307 on: August 31, 2009, 05:12:18 PM »

It wasn't very funny.
I knew I would mess up that joke some how.

I realize it wasn't funny. Would have been better if I got it right the first time.
I just edited it for anyone who hasn't seen it yet.
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William Broom
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« Reply #308 on: August 31, 2009, 11:34:07 PM »

Head stab is looking really great! I'll be glad to see it animated so that my friends will finally stop referring to it as 'the wang attack'.
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« Reply #309 on: August 31, 2009, 11:35:57 PM »

Head stab is looking really great! I'll be glad to see it animated so that my friends will finally stop referring to it as 'the wang attack'.
Hahaha I'm going to call it that from now on.
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godsavant
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« Reply #310 on: August 31, 2009, 11:40:41 PM »

Our colloquial term amongst friends is the 'golden wang', as per the placeholder graphic's color.
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Rostiger
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« Reply #311 on: September 01, 2009, 01:58:42 AM »

I spent too much time on fiddling around with the motion, so I got blind for the errors it has. Further edits are welcomed.

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Clemens Scott
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« Reply #312 on: September 01, 2009, 07:12:47 AM »

Looks good to me.
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JLJac
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« Reply #313 on: September 01, 2009, 07:56:17 AM »

to me too. Welcome back!
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Rostiger
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« Reply #314 on: September 02, 2009, 04:43:31 AM »

Well, allright, here we go then:



Below I put all the frames above each other so it actually can be used ingame. The positioning might need some tweaking, but I hope it's fine for the most parts:

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Clemens Scott
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« Reply #315 on: September 02, 2009, 12:17:42 PM »

I think it lacks anticipation, which makes it look a bit as if he's suddenly launched into the air by some external force.



I edited the first part of the animation to make him crouch more before he jumps. I also changed the movement of the sword to make it seem more fluid. I drew the different positions of the tip of the sword as points in one of the frames, and then I drew lines between them. That'll also show points that can't fit in the curve and need to be moved (and I moved the sword without giving the arms much thought, so it probably doesn't make much sense now). Since there aren't enough frames here to get a smooth curve, the missing parts can be added as motion blur.



I hope the method makes sense, at least. Smiley
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Rostiger
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« Reply #316 on: September 02, 2009, 01:01:58 PM »

Sweet, thanks for the feedback and the edit! This is what I hoped for - it does look a lot smoother now.  Hand Thumbs Up Left Smiley Hand Thumbs Up Right
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Clemens Scott
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« Reply #317 on: September 02, 2009, 01:49:36 PM »

I put it in, and for the most part it looks good, but it looks really bizarre when he pulls the sword back out. It looks like he's being almost gentle when he removes the sword, when that's the most powerful part of the attack (and the part with all the knockback.

He should be ripping the sword out!
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Rostiger
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« Reply #318 on: September 03, 2009, 10:33:51 AM »

I'll edit the headstab animation smetime, for now, here's a proper walking animaion:

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Clemens Scott
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« Reply #319 on: September 03, 2009, 03:08:05 PM »

I think it would look really good if he were leaning quite far forward into the run, like the original sprite (and like the typical ninja). Perhaps with more exaggerated arm and leg movements.

I've edited it, but didn't spend too much time, so it needs a fair bit of touching up.
I also didn't bother with the sword movements on his back (but it seems to be backwards in your animation anyway, Rogister).

I think this run is more like the in-game running animation and seems more powerful. Opinions?

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