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Offline VladCT

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Re: Spritework Request & Showcase Thread
« Reply #1500 on: June 05, 2015, 07:24:53 PM »
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Oh yeah, forgot about the RPG. Yeah, do remind her what's currently missing, thanks.
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Re: Spritework Request & Showcase Thread
« Reply #1501 on: June 06, 2015, 08:48:43 AM »
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Had been working on this one for a while for Warmachine.

Any feedback?


Did he steal his own pants from the future? (Arikardo, AoS/DoS) It looks like you edited over the top of an Arikardo animation.

Offline Donvermicelli

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Re: Spritework Request & Showcase Thread
« Reply #1502 on: June 09, 2015, 07:32:25 AM »
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Did he steal his own pants from the future? (Arikardo, AoS/DoS) It looks like you edited over the top of an Arikardo animation.

No, I did use it as a reference though. I originally filmed myself walking in a cape and based my animations off of that. Because of the limited space and equipment that I have
I did end up having some awkward frame transitions(I wasn't able to film my feet). In order to amend them I looked up the Arikado sheet for reference. It seems I borrowed from it too heavily though. Guess I should go back to the drawing board with it.

Offline theplottwist

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Re: Spritework Request & Showcase Thread
« Reply #1503 on: June 09, 2015, 09:18:17 AM »
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Had been working on this one for a while for Warmachine.

Any feedback?


My two cents: He's lifting the legs too high from the ground to step foward, and one of the legs is "snapping" when transitioning from the "lifted" to the "on floor" positions.

Right now, it looks like he's skipping or that he's adjusting his pants without his hands, somewhat.

This can be fixed by moving the legs one pixel down, and the snapping leg one pixel foward just before the frame it touches the floor.
« Last Edit: June 09, 2015, 09:27:34 AM by theplottwist »
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Offline Donvermicelli

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Re: Spritework Request & Showcase Thread
« Reply #1504 on: June 09, 2015, 10:09:44 AM »
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My two cents: He's lifting the legs too high from the ground to step foward, and one of the legs is "snapping" when transitioning from the "lifted" to the "on floor" positions.

Right now, it looks like he's skipping or that he's adjusting his pants without his hands, somewhat.

This can be fixed by moving the legs one pixel down, and the snapping leg one pixel foward just before the frame it touches the floor.

Thanks, I'll try and see how that works when I have the time. I will probably redo some of the frames from scratch since the animation started to look too much like the reference.

Offline Inccubus

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Re: Spritework Request & Showcase Thread
« Reply #1505 on: June 10, 2015, 07:38:13 PM »
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Some sprite revamps.



Damn! Those are nice! I would love to see them in action in a CV3 graphics hack.
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Offline theplottwist

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Re: Spritework Request & Showcase Thread
« Reply #1506 on: June 27, 2015, 08:42:00 PM »
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Just two sprites. One is a remake, the other is a demake.

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Re: Spritework Request & Showcase Thread
« Reply #1507 on: July 03, 2015, 08:52:38 AM »
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I DREW GIR


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UPON THE COMPLETION OF ITS STATEMENT, THE BLOOD MONKEY LEAPS TOWARDS YOU, BARING TEETH. IT IS TOO LATE FOR YOU.

Offline theplottwist

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Re: Spritework Request & Showcase Thread
« Reply #1508 on: July 05, 2015, 01:09:55 AM »
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Not exactly "my" spritework, because I obviously didn't make Richter. I used him, however, to test how would a more logical approach to the whip attack work for a Belmont-like character:

« Last Edit: July 05, 2015, 03:42:44 AM by theplottwist »
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Offline darkmanx_429

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Re: Spritework Request & Showcase Thread
« Reply #1509 on: July 05, 2015, 09:09:51 AM »
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Not exactly "my" spritework, because I obviously didn't make Richter. I used him, however, to test how would a more logical approach to the whip attack work for a Belmont-like character:


Wow man, this is really good!

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Offline Jorge D. Fuentes

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Re: Spritework Request & Showcase Thread
« Reply #1510 on: July 05, 2015, 10:18:07 AM »
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Had been working on this one for a while for Warmachine.

Any feedback?


The legs are slightly too far forward.  Move them a pixel toward his cape.
The legs also appear slightly too short for the torso, making them seem slightly disconnected from the top of his body.  Make them a pixel or two taller.

Otherwise, it's neat!  Reminds of the one I was using YEAAAAARS back when my remake was being worked on.
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Offline uzo

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Re: Spritework Request & Showcase Thread
« Reply #1511 on: July 05, 2015, 10:19:15 AM »
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I used him, however, to test how would a more logical approach to the whip attack work for a Belmont-like character:

Actually the normal Castlevania representation isn't far off from how you would actually use a whip. Due to the console limits, and later probably homage and gameplay flow, it was never fluid or exactly accurate. But just 'slashing' with a whip is missing a LOT of the power a whip strike can have. It doesn't have the "crack". The crack produced by hitting an object and the real "whip crack" are separate things. The real whip crack isn't produced by the whip hitting itself, but exceeding the speed of sound. It is a mini-sonic boom. If you can hit something with the whip while it enters this phase of the strike, it'll shred through the target like a sword. What does the whip look like when doing this? It's generally straight out in front of the user.

What is not accurate is that enemies take damage anywhere in the hit box of the whip. Only the top would do the real damage. The closer to the person's body the much less damage it will do. Could be an interesting mechanic too, if hit with the absolute tip enemies take more damage...

So yeah, CV's typical representation of the whip is actually pretty on point for leather whips at least. Chain whips are a whole other story and do not operate anything like a leather whip. They just use it for the imagery of the powerup. There are of course countless different ways to use a whip in combat, and while a whip 'slash' like you represented has it's uses, it is a much weaker attack in reality. Easier to hit though. But a master whip wielder can hit the flame off a candle without a problem.

Also, I believe Lament has one of the light attack animations actually being a pretty proper forward whip crack.

Offline Jorge D. Fuentes

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Re: Spritework Request & Showcase Thread
« Reply #1512 on: July 05, 2015, 10:53:25 AM »
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Yeah, the whip's snapback is when it would be the most damaging.
And this snapback is highly powerful even if it is just hitting the air.

In the Richter animation above, it seems implied that it is the collision of the whip against the floor/object that causes the damage.  In reality, even when the whip touches you on its way forward, it still woudn't register a true damaging hit.  It's when Richter would 'snap' it back and it does the super-fast twist in the area, that it would be highly damaging.
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Offline Jop

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Re: Spritework Request & Showcase Thread
« Reply #1513 on: July 05, 2015, 11:45:19 AM »
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Thats why i think the best way to do a better whip attack its to make something like the whip from Indiana Jones in Snes, you can see the snapback but perhaps the whip make damage since its magic (alchemy) so it have sence that do damage in all the parts of the whip to evil creatures.

 Oh by the way theplottwist you dont mind if i grab your animation to learn how to do movements like that?
« Last Edit: July 05, 2015, 11:47:45 AM by Jop »

Offline theplottwist

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Re: Spritework Request & Showcase Thread
« Reply #1514 on: July 05, 2015, 05:14:50 PM »
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Thats why i think the best way to do a better whip attack its to make something like the whip from Indiana Jones in Snes, you can see the snapback but perhaps the whip make damage since its magic (alchemy) so it have sence that do damage in all the parts of the whip to evil creatures.

 Oh by the way theplottwist you dont mind if i grab your animation to learn how to do movements like that?

Of course not. Go ahead.

Quote
Jorge's and Uzo's expert whip mechanics advices.

I've been watching a lot of Anthony De Longis' and Adam Winrich's demonstrations and explanations of how to use a whip, and I already understand that the sonic-boom/snapback part is the strongest moment of a whipcrack. Anthony De Longis even shows how you can make the whip be straight in the air like the Belmonts can  :D

I made this animation so I could make it look more like a whip, and less like a broom's handle lol Also, this depicts one of the weakest attacks you can do with it, so it's not far from what you guys said.

I'll make a "snapback" one so you guys can see if it looks good or not.
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