In Progress World Heroes Timeless

The project is currently under development.
Thanks Miru.

So next step. Since Hanzou and Fuuma are head swaps, and I already color separated Hanzou, why not just take my previous mentioned accessory idea and use it for head swapping too? Save a bit of space and save me from having to do all the same separation for Fumma sprites. By combining different heads, plus separate mask and scarf accessories (each with independently selectable colors), Hanzou and Fumma can both get several different looks. Add that to the color separation and you get a near endless variety from a given amount of resources.  :D

Drawing all the scarf sprites is a pain, but well worth it!

Parts:
wh-ninja-parts.gif.png


Hanzou:
wh-ninja-hanzou.gif

wh-ninja-hanzou-mask.gif

wh-ninja-hanzou-scarf.gif

wh-ninja-hanzou-all.gif


Fuuma:
wh-ninja-fuuma.gif

wh-ninja-fuuma-mask.gif

wh-ninja-fuuma-scarf.gif

wh-ninja-fuuma-all.gif



 
Damon Caskey said:
Thanks Miru.

So next step. Since Hanzou and Fuuma are head swaps, and I already color separated Hanzou, why not just take my previous mentioned accessory idea and use it for head swapping too? Save a bit of space and save me from having to do all the same separation for Fumma sprites. By combining different heads, plus separate mask and scarf accessories (each with independently selectable colors), Hanzou and Fumma can both get several different looks. Add that to the color separation and you get a near endless variety from a given amount of resources.  :D

Drawing all the scarf sprites is a pain, but well worth it!

Parts:
wh-ninja-parts.gif.png


Hanzou:
wh-ninja-hanzou.gif

wh-ninja-hanzou-mask.gif

wh-ninja-hanzou-scarf.gif

wh-ninja-hanzou-all.gif


Fuuma:
wh-ninja-fuuma.gif

wh-ninja-fuuma-mask.gif

wh-ninja-fuuma-scarf.gif

wh-ninja-fuuma-all.gif

Sure thing! This could also be used for regular and Neo Dio, and with Geegus.

Or maybe Fuuma he could have used his pose from ADK for making them more diverse.  But what you’re doing seems much more efficient.
 
Miru said:
Or maybe Fuuma he could have used his pose from ADK for making them more diverse.  But what you’re doing seems much more efficient.

I already plan to mix in a lot of Fuuma's moves from ADOK, including his idle stance. But many of the basics (walk, dash, jump, etc.) are still shared with Hanzou, so runtime assembly gets me a head start.

DC
 
Damon Caskey said:
Miru said:
Or maybe Fuuma he could have used his pose from ADK for making them more diverse.  But what you’re doing seems much more efficient.

I already plan to mix in a lot of Fuuma's moves from ADOK, including his idle stance. But many of the basics (walk, dash, jump, etc.) are still shared with Hanzou, so runtime assembly gets me a head start.

DC

Cool!

And could this trick also be used for the Ninja goons that occasionally show up?
 
I love the accessories idea it is a lot of work but well worth it.  I was thinking of using spawnbinds to make a whole body but gave up when i saw bboxes dont adjust for rotated spites.


Anyway look forward to more updates.
 
Miru said:
And could this trick also be used for the Ninja goons that occasionally show up?

Sure, though after evaluation, I decided to forgo the run-time head-swapping after all. *derp* I forgot about a minor side effect, that being shadow overlap. Hanzou's head isn't a problem because it is a pixel for pixel cut out, but Fumma's longer hair results in a few pixels of overlap here and there that would be visible in the shadow. It's honestly something you'd have to be searching for, but I'm a huge perfectionist for that kind of stuff.

The scarf and mask will remain though. The mask simply won't be given a shadow at all - problem solved. For the scarf, I'll break the parts that protrude outside of the body into their own entity so they can get a shadow while the parts that overlap don't. Again, problem solved. I suppose technically I could do that with Fumma's head by breaking it up the same way, but unlike the accessories there's no functional benefit for the effort. May as well just do it the old fashioned way.

DC

 
That’s alright. It was a nice idea. But you at least have some work cut out for you with the previous separation of their shared animations, unless you choose to go full AODK with Fuuma’s animations.
 
Miru said:
That’s alright. It was a nice idea. But you at least have some work cut out for you with the previous separation of their shared animations, unless you choose to go full AODK with Fuuma’s animations.

Yeah, it won't change anything so far as features, and will save me some time. It takes longer to prepare run-time head-swaps than it does to just make two sprite sets in Photoshop. The only reason I even wanted to do it was for future stuff like battle damaged faces and such, but that could be done anyway by overlapping the same way I do their masks.

DC
 
Double derp!

Turns out the pixel cut issue for run head swapping shadows was brain dead simple. I was doing the same thing I keep telling others not to do - thinking like a human. Instead of tracing around their heads all I had to do was scoop out a square shape from the body big enough for both Hanzou and Fumma's heads, and then bind accordingly. For my situation there still isn't a ton of practical value, but I may do it anyway just as a proof case.

I did mess up the bind  on my first test though. I think Hanzou has a minor issue.... :P

[attachment deleted by admin]
 
msmalik681 said:
binding on every animation frame sounds very tedious.

I initially think the same, unless you have the same offset for all existing sprites.

BTW, DC, what you do here is truely awesome.
In fact. I had something very similar in my mind. very advanced CS to give a lot of true costume variations.
But The fact some bigger elements like scarf can be added is incredible!

I like AODK spritesets, but I would not recommand to mix it up with WH Fuuma, unless this AODK sprites are heavily edited.

Keep it up.
 
I initially think the same, unless you have the same offset for all existing sprites.

I do. The head sprites are in fact exactly the same size (and therefore use same offset) as the body. So it's not tedious to bind at all. Slicing and saving all the pieces as separate images is the main source of tedium.

I like AODK spritesets, but I would not recommand to mix it up with WH Fuuma, unless this AODK sprites are heavily edited.

That's not what I am doing. Fuuma is using his WH sprites, with edits as needed to put in some of his ADOK moves and animations.

Thanks for the feedback!
DC
 
For the curious, here is Fuuma's completed Aggressors of Dark Kombat style idle stance, and available accessory combos.

I started with the backward dash sprite as a base, spliced in the legs from his medium punch (inverted), and fixed the lower seam on his dogi. Next I opened up ADOK as a reference and hand drew the arms, feet, and sword, retouching other parts as needed. After that, I hand drew the scarf and mask, which are each saved as separate sprite sets for overlay.

Hope you will enjoy the results!

wh-ninja-fuuma-idle-adok.gif


wh-ninja-fuuma-idle-adok-mask.gif


wh-ninja-fuuma-idle-adok-scarf.gif


wh-ninja-fuuma-idle-adok-all.gif
 
Damon Caskey said:
For the curious, here is Fuuma's completed Aggressors of Dark Kombat style idle stance, and available accessory combos.

I started with the backward dash sprite as a base, spliced in the legs from his medium punch (inverted), and fixed the lower seam on his dogi. Next I opened up ADOK as a reference and hand drew the arms, feet, and sword, retouching other parts as needed. After that, I hand drew the scarf and mask, which are each saved as separate sprite sets for overlay.

Hope you will enjoy the results!

wh-ninja-fuuma-idle-adok.gif


wh-ninja-fuuma-idle-adok-mask.gif


wh-ninja-fuuma-idle-adok-scarf.gif


wh-ninja-fuuma-idle-adok-all.gif

That should've been Fuuma's original idle to begin with!

Thank God you did this. Hated their idle stance in the game. Heck, it looked like the movement boys made when they're impatiently waiting for the restroom stall to be vacant.
 
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