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La-Quien Tales

I had forgotten (derp) one the most important touches - the coat of arms (The silver triangle on his chest - meaning body, mind, heart). It's an integral part of the character's story, and I'm a character driven creator. Anyway, also did some animation touches along the way. Smoother cloth animation (ex. gradually fanning out when you start running, double frames during jumps/lands, etc.). Retouched some inconsistent shade lines and some of the trip/piping.

 
Yes i noticed that secondary animations like hair ,cape,clothes make actually a ton of difference and its always worth it to have them
 
These little extra details add so much more character to Valis.

Thank you @danno - that is extremely important to me. Right now I'm still putting the unarmed animations together. Kind of backward, since if you're playing right you'll never see them, but doing the unarmed attacks first gives me a lot of the limb and body position bases I'll need for weapon attacks.

The H, H when unarmed is a mid instep, high spinning hook kick combo. The mid instep is finished. High spinning hook still has filler sprites for the moment, but it's almost done.

Screenshot 2024-12-23 162247.png Screenshot 2024-12-23 162311.png

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oh nicelly done!


Thanks @O Ilusionista! I've been studying CVS and SF3 Chun-Li for the cloth tails. I didn't like the idea of having sprites where only the cloth moves but is otherwise copy+paste, until i saw both CVS ans SF3 do that quite a bit, and it actually looks better. Also the delayed motion, where the cloth extends a couple of frames after the attack does. Counter intuitive at first to draw, but it does make sense from a physics standpoint and helps add some pop to the attack.

I wound up with 15 total sprites (11 unique physical poses + extra cloth motion). That's on par with SF3 instead of CVS like I wanted, in terms of sprites/effort per animation, but it's really the only way Valis's design doesn't end up looking spastic. Fortunately most enemies don't have nearly that many lose parts.

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Latest test. Dropping the subscreen filter for now in place of default engine scaling with filter, and Valis's H, H basic unarmed has all its sprites.


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