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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)Archived ProjectsIndie BrawlIndie Brawl: Support Characters
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Author Topic: Indie Brawl: Support Characters  (Read 122176 times)
Widget
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« Reply #420 on: December 10, 2010, 12:12:24 PM »

I've just looked at the first post and if Mia's still lacking a suggestion she could "charge" for ~1s then fire a projectile, as she does on holding CTRL with full health in the game.

I'd be pretty lousy at describing it any better but I could crop down a few screenshots to illustrate if you're not familiar with it.

Edit: Eugh, could anyone suggest a halfway decent image-host? Couldn't upload to photobucket, hopefully imageshack'll do for now.



1. She crosses her left arm over her chest, looks up and closes her eyes.
2. She levitates off the ground while her "weapon" grows. While she's fully "charged" and the button's held, a tiny lightning-bolt intermittently forks off the weapon.
3. When the button's released she swings her weapon down and left (her left) which launches a fireball ahead of her.

It seems to take about half a second in-game but she could be made to wait for watever length of time seems appropriate. Also, the "weapon" (a small, yellow triangle similar in appearance to a gas-flame, at the start) gets larger as it's upgraded in the course of the game but I don't have any late saves to demonstrate that.

AnotherEdit: Remembered two of the thrown weapons and found out about one other. She finds Daggers (straight trajectory), Hammers (travel in an arc) and tridents called Mojaks (I think) which also travel in a straight line but can stick into walls and be used as platforms.

[..]Some more hunting around has offered up the Sigil as a possibility.

It turns enemies it kills into bunnies so it could offer a more memorable effect at the cost of a little more spritework (a bunny walk-sprite). On the flip-side it could be pretty irritating for anyone on the receiving end.
« Last Edit: December 12, 2010, 09:01:14 AM by Widget » Logged
JoeInky
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« Reply #421 on: December 10, 2010, 12:50:40 PM »

I use photobucket.

Also:


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thatbrod
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« Reply #422 on: December 10, 2010, 06:04:58 PM »

 Kiss
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Password
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« Reply #423 on: March 18, 2011, 02:28:27 PM »

Am I allowed to help?
Eh, anyways, hope I'm not breaking a bumping rule or anything, but...




Super Crate Box...guy?
Anyways, my idea is that random crates will fall down(5 or so). The guy will run and pick them up. After he gets one, he goes for the next. Once he has a weapon, he starts using it. For example, he gets a crate with a revolver in it, and he shoots, and then he gets the next crate with, say, a bazooka, and fires that.
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JMickle
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« Reply #424 on: March 18, 2011, 04:01:32 PM »

I think that guy has a diverse enough selection of weapons to have his own character, not just support character.

Awesome sprite, btw.
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Soulliard
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« Reply #425 on: March 19, 2011, 09:05:47 PM »

That idea would be a lot of work to implement as a support character. I do like it, though.
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« Reply #426 on: March 20, 2011, 03:49:27 PM »


hooooo yeah.
As you can see, I got lazy with the awful shading withing the first 2 frames, and just made everything red.
A little to fast, too, but hey, that's easy to fix.
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« Reply #427 on: March 20, 2011, 03:51:03 PM »

It looks like... he's going backwards...
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« Reply #428 on: March 20, 2011, 03:52:48 PM »

Yeah, that might be a speed issue, but seriously, Indie Brawl is a fast paced fighting game, and Meatboy will just keep running so fast you can't even see his legs.
I'll slow it down, though.
Edit:

As you can see- OH CRAP HE IS GOING BACKWARDS
*edits and reuploads*

Ahh, that's better.
« Last Edit: March 20, 2011, 04:00:03 PM by Password » Logged

Soulliard
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« Reply #429 on: March 20, 2011, 04:22:02 PM »

That's not a bad start at all.  Smiley

A few quick things:

There's already a Meatboy sprite. It's not animated, though, so I don't know how much you can use from it.

The sprite is a little big. The above sprite is about the right size.

When Meatboy runs in SMB, he leans forward a bit. It would probably look good here, too.
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« Reply #430 on: March 20, 2011, 07:05:09 PM »

"LEANING RANGER!
BETTER SHADING RANGER!
MORE LIKE THE OLD SPRITE RANGER!
SMALLER SIZE RANGER!
TOGETHER WE ARE...THE NEW SUPER MEAT BOY RANGERS!"

So...better?

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« Reply #431 on: March 21, 2011, 02:24:06 AM »

"LEANING RANGER!
BETTER SHADING RANGER!
MORE LIKE THE OLD SPRITE RANGER!
SMALLER SIZE RANGER!
TOGETHER WE ARE...THE NEW SUPER MEAT BOY RANGERS!"

So...better?


For the record, his legs are totally spinning around.
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« Reply #432 on: March 21, 2011, 02:31:49 AM »

They need more up and down movement.
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« Reply #433 on: March 21, 2011, 02:30:19 PM »

They need more up and down movement.
His hands or feet?
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mokesmoe
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« Reply #434 on: March 21, 2011, 03:55:17 PM »

His feet. I was suggesting a way to make them not look like they were spinning around.

Also, the fact that the legs alternate between being in front and behind doesn't help either.
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« Reply #435 on: March 21, 2011, 05:38:26 PM »


Eh...
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mokesmoe
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« Reply #436 on: March 21, 2011, 05:53:14 PM »

In order to remove the rotating effect, you need to animate the legs going backwards and forwards, not just one way then looping. The left leg needs to stay the left leg.
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« Reply #437 on: March 21, 2011, 07:04:45 PM »

They are going backwards and forwards.
But I guess it looks like it isn't because of that one frame where both legs align up perfectly...
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« Reply #438 on: March 21, 2011, 08:21:06 PM »

No they aren't. I even downloaded it to check. The leg moving backwards is always closer to the screen than the leg moving forwards. You animated the left leg going backwards and the right leg going forwards then looped it. Each leg needs to go backwards and forwards.
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« Reply #439 on: March 24, 2011, 03:45:14 PM »

No they aren't. I even downloaded it to check. The leg moving backwards is always closer to the screen than the leg moving forwards. You animated the left leg going backwards and the right leg going forwards then looped it. Each leg needs to go backwards and forwards.
Riiiggghhttt...

More betterer?
By the way, in Super Meat Boy, his feet are completely covered by the meat trail.
Not tryin' to be lazy, but that means that the feet movement don't really matter much if you plan to incorparate that into the game.
Also, I feel like pants.
Edit:Also, completely off topic, but how do you edit your avatar? I used to be able to do it by clicking my avi at the top, but now I can't click it.
« Last Edit: March 24, 2011, 04:37:15 PM by Password » Logged

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