He-Man

Complete HE-MAN 2019

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Project is completed.
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I tried if its possible to create animations when character turns around and i think it is + it doesnt have to be every bodypart redrawn on every frame, the only thing that i changed was the middle area (head/torso) and hands + legs are all the time the same just deformed a bit, im kinda surprised cause i thought it wouldnt work or would look very choppy jumping around so i didnt really tried but looks like i could do some roundhouse kicks or other spinning moves that i thought were very hard to do using my animation method.
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Hi there!

I would like to thank you for such an effort like this. He-Man is one of my favorite characters of all time and now that i know you're making this awesome game is a huge surprise.

All the time you've taken in modify, re-make and create is really appreciated. Thanks a LOT for all of this.

I like the FILMATION series a lot and we have so much luck that you took the art from this great series to make this jewel.

I'm downloading the latest version of the game and of course, i'll wait for the updates. Oh! and did i mention my favorite villain is Mer-Man?, ha,ha! It's gonna be awesome to see all the evil warriors with Skeletor.
 
yeah he should be leaning back more so he wouldnt fall , i might fix that later cause it was very irritating to create that throw in game , i wish there was easier method than using bindentity on every frame i would like it to hit other enemies when he spins but i cant do it cause it will bind other enemies as well.
 
Love some of the small additions-- the "HE-MAN" cut scene logo is great. It feels like enemies are taking less hits now which is nice. I love all of the character voice sound bits.  You should use more of them :D

Good work!
 
on every frame i would like it to hit other enemies when he spins but i cant do it cause it will bind other enemies as well.
And if you put a attack box on that custom fall animation? I think the engine will treat it as a projectilehit, no?

edit: at the end of the spinning throw, he-man should have more delay on the last frame (the one where he throws the enemy) this adds more dramatic feeling to the move.
 
Great additions! :)
I hope you'll add a spinning attack for She-Ra as well. She performed one in The Secret of the Sword, when Webstor and Kobra Khan surrounded her (near the end of the movie).
 
This kind of select screen would be interesting but i cant really predict amount of characters so would be tricky and i would have to edit every waiting and select animation in every character each time i add new character cause portraits would have to be shrinked to fit big ones properly if i would add more playables but its basically what i wanted to have from beginning.
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http://cheezburger.com/5671012864
 
i would have to edit every waiting and select animation in every character each time i add new character cause portraits would have to be shrinked
There is a way: you can use customentity (or whatever is called) and call the big portrait. The small portraits you put on the bg image.
Check my demo, I load the bios using that method.
 
I will, thanks for that news, i have to figure out decent freeze attacks but i dont like that idea of using remaps, especially if some entities use random remap function , they could end up using blue freeze remap, i thought about just using regular pain attack with long delay on one frame and tinting the frame.I mentioned update of freezing method but i dont know if Damon tried to do it.
 
I know is a lot of work but, will be cool if you choose a Evil character, some times good characters come out, like the palace guards.
 
bWWd said:
I mentioned update of freezing method but i dont know if Damon tried to do it.

I haven't finished that - but there is a much better way of doing effect maps. The tinting gfx capability OpenBOR has is so perfect for this it is unreal. I did done some experimenting when it was first released and I'll never go back to using remaps.

Aside from having an infinite array of effect choices without eating up your maps or requiring them to be set up certain way, it also looks much better. Characters maintain their real color schemes while still being frozen "blue" or burned "orange". I'm posting from phone so I can't show the code - but it's super simple. It's no different than any bound frost or flame effect - but instead of forcing a remap it changes the parent's tint.

DC
 
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