Canceled Let's do a He-Man/She-Ra collaboration!

Project is halted prior to completion and will not receive further updates.
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watching all this I want to see the series  :)

I remember I had he-man toys when I was younger
 
I made first bg from cels and it takes a bit of work to match sprites contrast to fit the background
EVOgTGI.png

I didnt created folder for data yet, just used single sprite on my other game
 
Could be that it doesn't matter during gameplay as the sprites will be in constant animation and will contrast with the background quite easily.

Anyway, there are two solutions:
1. Change the outlines of the characters to black
2. Get rid of very dark colors of the backgrounds, either with the color replacement tool, or by modifying the blacks levels, or just adding a white layer on top of it and give it say 15% opacity. All of this on photoshop.
 
Ingame screengrabs
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ZHn1Izm.png

Now im not sure if i will use that stance cause its just too normal and boring.
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Now this looks a bit better i think
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aPHO3Tx.png

Im going through very weird moods when making it, i had very hard time making walking animation work ingame, it looks kinda ok on gif but when ingame it looks shitty, i redid walking animation many times, copy pasting 20 frames over and over and its still crappy, but running looks very nice.
I have strange attitude cause if something isnt coming out good on first try then i get discouraged , or maybe im losing patience, i hate that walk animation darker leg goes too fast forward and brighter one stays behind for too long... Maybe i need to get a break, i will see in the morning how it looks like...
 
I tried for the first time to swap body to be in sideview in the middle of animation and learned that you have to create movement to justify the rotation , if movement is too slow then it would look fake and body swap would be very very noticeable which i hate and seen in lot of cutout animations , so for this i created fast move in attack and it looks kinda ok
bgu0Cay.gif

Also made this fall animation, nothing special tho
r980lIs.gif

Still learning, all the time.
 
Great work!, looks really good.

About the two stances, I would use both, the second for IDLE2 when enemies are on screen/in range.
 
I tried to actually use 2 walk anims but it doesnt work too well, character is switching between walk animations when enemies are close and it shouldnt, if i have range -1000 1000 then it should switch to different walking when there are enemies onscreen abnd should never use walk, just walk2.Currently its switching to normal walk from time to time and i dont like it.
maybe i will use different idle animations, anyway today its shaping up better than tomorrow, i would have to get some good references for sword attacks, maybe that leo from warzard.
 
bWWd said:
character is switching between walk animations when enemies are close and it shouldnt, if i have range -1000 1000 then it should switch to different walking when there are enemies onscreen abnd should never use walk, just walk2.Currently its switching to normal walk from time to time and i dont like it.
maybe i will use different idle animations, anyway today its shaping up better than tomorrow, i would have to get some good references for sword attacks, maybe that leo from warzard.

maybe the problem is the enemies range... for example I use this to have a different IDLE when enemies are near:

Code:
anim idle2
	range  -250 250
  	rangez -250 -15
	loop	1
	delay	50
	offset	30 81
	bbox       23 41 18 40
	@cmd    clearL
	frame      data/chars/billy/02.png
	delay 50
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	delay	100
	frame      data/chars/billy/02.png

anim idle3
	range  -250 250
  	rangez 	15 250
	loop	1
	delay	50
	offset	30 81
	bbox       23 41 18 40
	@cmd    clearL
	frame      data/chars/billy/02.png
	delay 50
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	delay	100
	frame      data/chars/billy/02.png

anim idle4
	range  -300 300
  	rangez 	-250 250
	loop	1
	delay	50
	offset	30 81
	bbox       23 41 18 40
	@cmd    clearL
	frame      data/chars/billy/02.png
	delay 50
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	frame      data/chars/billy/64.png
	frame      data/chars/billy/74.png
	delay	100
	frame      data/chars/billy/02.png

perhaps for a additional walk, you need to add anim walk2, anim walk3 and anim walk4. essentially the same animation, but with different range/rangez. That way it will no keep switching to normal too often.
 
That worked a bit better but only idle looks ok, walking animation looks a bit weird when switching.
BhxtZQE.gif

9V7MCEf.gif

gjMdA2y.gif

 
His FALL animation is great but for his RISE although it animates well, you should change it so he raises his head and torso first then rise to crouch state then finally stands up.

The others looks good already :)

BTW bWWd can this software you are using make a backslash attack?
 
Awesome work again!

The idle2 thing... the range values take a bit of fiddling, but I have this effect in most of my mods, you can get it to work eventually.

 
There is something funny on this animation:
9V7MCEf.gif


Nobody strike with a sword like that, for many reasons -  the sword can fall from your hand, it would have a very long recovery time, and the strike doesn't have too much strength thanks to the way he is striking - remembers me of someone which wants a cow to move.

You can check some references for sword attacks at Fighters Generations http://www.fightersgeneration.com/games1.html

Some idea of moves
wanfu-trip.gif
eagle-s-throw.gif
eagle-s-combo.gif

kl-throw.gif
rosa-shoryu.gif


Max Eagle, even holding an axe, could be some reference for you http://www.fightersgeneration.com/characters/eagle-savagereign.html  - King Lion too http://www.fightersgeneration.com/characters2/kinglion.html

oh, and Rosa too http://www.fightersgeneration.com/characters3/rosa-a.html
 
O Ilusionista said:
Nobody strike with a sword like that, for many reasons -

it depends... if he's going to stop another attack or deviate some arrows is ok.
I know he's He-man, however, for this kind of sword, a barbarian style would fits better IMO
 
Its about creating momentum with something heavy, its easier if you do that, for example with axe its easier if you extend arm while chopping up stuff cause its weight will create momentum, i was taking shortcuts a bit when animating causei didnt wanted character to rise sword too high cause i have to resize the character but i think ill drop the shortcuts cause its just wrong to cripple animations for such reasons.
I can make most attacks that dont require character to turn around too much.
YO8GHTX.gif
 
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