AuthorTopic: Boss for a MM fangame I'm heading.  (Read 9791 times)

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Boss for a MM fangame I'm heading.

on: September 19, 2008, 01:48:33 am
Well, final boss actually. So, I'm new here. Hi.
The flail is slightly out of date BTW.

Offline Lazycow

  • 0010
  • *
  • Posts: 146
  • Karma: +0/-0
  • Do androids dream of electric sheep?
    • flurrycow
    • flurrycow
    • http://pixeljoint.com/p/15168.htm
    • View Profile
    • homepage

Re: Boss for a MM fangame I'm heading.

Reply #1 on: September 19, 2008, 08:18:10 am
Looks nice, especially this giant bat-like-guy (or what is he?). As he is so big, some anti-alias could be fine here. And is there a chance to see some of these as animated gif?
A man touched down on the moon, a wall came down in Berlin, a world was connected by our own science and imagination. Yes we can!

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #2 on: September 19, 2008, 12:03:46 pm
I would've added a bit, but he'd already hit the colour limit. Oh, and yes, there is a chance. But there in an "easy to be put into GM" form so a lot of them will be separated.
Intro-
Idle-
a-
Run-
Jump-
Dash-

Offline Yo-Yo-Master

  • 0001
  • *
  • Posts: 31
  • Karma: +0/-0
  • My failed attempt at mimicking XenoStriker's style
    • View Profile
    • My DA..nothing much yet >>

Re: Boss for a MM fangame I'm heading.

Reply #3 on: September 21, 2008, 01:12:11 am
Here's my suggestion for a change on that axe attack.  The dust clouds and ground shaking at the end are just my little preference, ignore if you don't care for them.  Please ignore the white junk on the axe; it is there due to my craptastic rotation tool!  :D

Imo, the axe needs more weight.  He should have to swing it back further to get that much of a swing, even if he is super powerful...

Also, in yours he sort of jumps forward and then is suddenly back a few feet when he smashes.  Maybe make him jump forward more?  I know in my edit, he kind of floats up (but hey, he can fly..), but keep in mind that the player will need a bit of time to register that he is using that attack, so they can get out of the way!

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #4 on: September 21, 2008, 01:29:48 am
whoah, that's awesome. Thanks, I'll work with that, but with pixelier rotation.

Offline Yo-Yo-Master

  • 0001
  • *
  • Posts: 31
  • Karma: +0/-0
  • My failed attempt at mimicking XenoStriker's style
    • View Profile
    • My DA..nothing much yet >>

Re: Boss for a MM fangame I'm heading.

Reply #5 on: September 21, 2008, 01:57:10 am
Sure thing.  I have some questions out of curiosity/perhaps to give further critique. 
Does he (it?) have some sort of theme like most Megaman bosses?  Right now I see...pointy things, energy bolts, fire, lasers, and dark physical.  That's a lot.   :crazy:
What purpose does the roll have if he can fly?  His stationary idle is in the air, correct?
What is that a^/aerial a^ attack?  He turns into some kind of tiger pharaoh spaceship?   :P

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #6 on: September 21, 2008, 03:28:40 am
He doesn't have a particular theme, since he's a final boss. He fights using  transforming gauntlets. The roll is for after he gets knocked down. Yes. It's like some kind of... lion sarcophagus or something. Any other questions about the game can be found throughout http://z4.invisionfree.com/NCFC_Megaman_Project/index.php?act=idx forum.

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #7 on: September 21, 2008, 03:22:49 pm
Well I fixed the outline.

Offline Yo-Yo-Master

  • 0001
  • *
  • Posts: 31
  • Karma: +0/-0
  • My failed attempt at mimicking XenoStriker's style
    • View Profile
    • My DA..nothing much yet >>

Re: Boss for a MM fangame I'm heading.

Reply #8 on: September 21, 2008, 04:15:55 pm
Yeah, the reason I didn't fix the outline is 'cause it was just an edit.  It wasn't supposed to be any sort of  final product, but more of a suggestion to show what weight can add to that type of attack. 
As for the axe outline, you still could clean it up a bit, something in this direction:

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #9 on: September 21, 2008, 04:46:27 pm

Offline tehwexxl0rz

  • 0010
  • *
  • Posts: 446
  • Karma: +0/-0
  • Swing the bat.
    • ianwexl0rz
    • https://pixeljoint.com/p/15996.htm
    • View Profile
    • Ian Wexler | Game Developer

Re: Boss for a MM fangame I'm heading.

Reply #10 on: September 23, 2008, 03:34:35 am
Hey Tuna, edits are meant to suggest changes an artist could make to improve his/her art. The hope is that the recipient will learn something from the edit and implement it in their own way; it's not just a gift.

In any case, it seems the intention of this axe attack has changed dramatically from the original animation. While it used to be quick and swift, now it looks practically like it's in slow motion (at least the jump).

Here I tried to improve the fluidity while only changing the timing and position of your original frames:


« Last Edit: September 23, 2008, 03:36:09 am by tehwexxl0rz »

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #11 on: September 23, 2008, 12:19:08 pm
heheh, crap. Well, in forums I come from its usually mean as a gift so... that's good to know. I'll get on that.
Edit: and I was kinda' looking for a way to put more power behind it so... yeah.
« Last Edit: September 23, 2008, 10:33:57 pm by Tuna Unleashed »

Offline Yo-Yo-Master

  • 0001
  • *
  • Posts: 31
  • Karma: +0/-0
  • My failed attempt at mimicking XenoStriker's style
    • View Profile
    • My DA..nothing much yet >>

Re: Boss for a MM fangame I'm heading.

Reply #12 on: September 23, 2008, 11:42:30 pm
I sit corrected, Sir Wexxls.  I guess I couldn't get away from the notion that an attack with such an enormous, seemingly heavy weapon would be more dramatic. 
My question is how the player will know this attack is to be used, and will they have time to respond?

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #13 on: September 24, 2008, 12:24:09 am
As I said in mah last post, I was looking for a way to put more power behind it anyway so... at least I know how now. Thanks everybody. I prolly wont fix it for a while cause I'm a lazy little turd.

Offline tehwexxl0rz

  • 0010
  • *
  • Posts: 446
  • Karma: +0/-0
  • Swing the bat.
    • ianwexl0rz
    • https://pixeljoint.com/p/15996.htm
    • View Profile
    • Ian Wexler | Game Developer

Re: Boss for a MM fangame I'm heading.

Reply #14 on: September 24, 2008, 01:40:33 am
A bit more hangtime could give the player some warning and also add impact. I would suggest that.

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #15 on: September 24, 2008, 01:43:30 am
I'm probably going to go with basically the same idea yoyo had, but less floaty and more personalized.

Offline Yo-Yo-Master

  • 0001
  • *
  • Posts: 31
  • Karma: +0/-0
  • My failed attempt at mimicking XenoStriker's style
    • View Profile
    • My DA..nothing much yet >>

Re: Boss for a MM fangame I'm heading.

Reply #16 on: September 24, 2008, 01:57:52 am
That's the neat thing about moves like these...or maybe just animation in general.  There are so many different ways to portray an action.  The most widely recognized example would probably be the walk cycle, which depending on how it is done can convey a very distinct character/personality.  But really anything has several different takes..that's what I like so much about forums, since you get to see what other people have for input. 
Hope this isn't too off topic.   :-X

Offline tehwexxl0rz

  • 0010
  • *
  • Posts: 446
  • Karma: +0/-0
  • Swing the bat.
    • ianwexl0rz
    • https://pixeljoint.com/p/15996.htm
    • View Profile
    • Ian Wexler | Game Developer

Re: Boss for a MM fangame I'm heading.

Reply #17 on: September 24, 2008, 02:10:27 am
less floaty and more personalized.
Good call. ;) I would also suggest that you take out the forward motion of the jump and just keep it vertical. I think it would seem more in control and focused (and probably save you a good deal of programming hassle).

Not too off topic, Yo-Yo-Master! And well said! :y: :)

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #18 on: September 25, 2008, 11:34:56 pm

Offline v.rus777

  • 0001
  • *
  • Posts: 4
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #19 on: October 04, 2008, 10:54:25 pm
Nice. It doesn't look too much like old school MM style, but I like yours better.
The only thing I don't like is how stiff the character is. Still, I'd love to play a game with these kind of characters in it. What are you using to make the game? gm, flash, mmf, c++?

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #20 on: October 05, 2008, 01:24:12 am
GM, and it is in a different style than Classic MM.

Offline mozzy

  • 0010
  • *
  • Posts: 142
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #21 on: October 05, 2008, 01:31:09 am
I really wish you would change this into an original game because fan games are just so blehh..
I feel like all the originality you have going here would go to waste.
The Wild thing

Offline v.rus777

  • 0001
  • *
  • Posts: 4
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #22 on: October 05, 2008, 02:14:56 am
Fan games can be pretty bad. It is hard to make a good one. To make a good fan game, you have to first emulate (to near perfection) the programming, level design, and graphics of the original game.
But I believe in you! *cheesy smile and thumbs up*

Offline Tuna Unleashed

  • 0010
  • *
  • Posts: 471
  • Karma: +0/-0
    • View Profile

Re: Boss for a MM fangame I'm heading.

Reply #23 on: October 05, 2008, 02:05:12 pm
Well the thing is, its not designed to be too much like megaman. Plus were going to be working on this long after the NCFC, we're just hoping for an okay demo by then.