AuthorTopic: Boss for a MM fangame I'm heading.  (Read 9770 times)

Offline tehwexxl0rz

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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

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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

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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

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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

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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

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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

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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

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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

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

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

Offline v.rus777

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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++?