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Author Topic: Doctor Octupus  (Read 35951 times)

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Offline metamutant

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Re: Doctor Octupus
« Reply #50 on: January 01, 2017, 12:30:04 PM »
awesome video and very fluid sprites, nice progess

Offline NX-MEN

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Re: Doctor Octupus
« Reply #51 on: January 01, 2017, 01:06:10 PM »
No words Verz!!!  :o

Excellent work!!!

Something on his walking looks odd but maybe its just my idea! Maybe if you slower a bit the speed of walking!! Of course I am not the best guy to judge so all in all he looks fantastic!!  :thumbsup:

I think 2017 will be a year of very good releases!!  :w00t:
 

Offline laspacho

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Re: Doctor Octupus
« Reply #52 on: January 01, 2017, 01:14:11 PM »
Looking really nice Verz.  Those tentacles must make you want to hit your head on the table.

Offline dev.

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Re: Doctor Octupus
« Reply #53 on: January 01, 2017, 01:30:52 PM »
Holy sh*t!!  :o :o

Offline Jmaxximus

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Re: Doctor Octupus
« Reply #54 on: January 01, 2017, 04:24:05 PM »
Very very nice. Props on those sprites man. Looking great!!!

Offline HyperVoiceActing

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Re: Doctor Octupus
« Reply #55 on: January 01, 2017, 06:08:58 PM »
Whoa, didn't expect a video preview this soon. Nice job verz

Personally, I think maybe during his walking animations, his arms are held up a bit too high and it looks a bit weird. I think it'd be better if maybe they were crossed, but that's just me.

Also what's with the graphic that appears during his super jump?

Offline verz36

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Re: Doctor Octupus
« Reply #56 on: January 01, 2017, 06:35:06 PM »
thank you all for the words. let me explain a little bit about this video. the jump sprite is something that got messed up when I was having issues with his palettes not showing up. I tried many things and I messed up some of the sprites. I will re upload them so that they can be corrected. like I said before im using the template loganir made. im just putting the character together for all his basics and required sprites, after that ill be in trouble with specials and hypers. im planning to do this to few characters I got and maybe later loganir can come back,  ^:)^ please come back my friend if you reading this. if not ill try to seek help with the specials and hypers.

 about his walk, well lets just say that's what I had going but yeah, I got other plans for a better one. there is a marvel game that has doc and I captured his walk from there, like 20 frames so that will take a while to do. also the sprites of doc itself are in many angles so I want to leave that for last since I got this one and it can work for now. maybe ill give it a shot with the arms crossed and see how that works but that too will be for later. I rather make new stuff at this point than going back to work on something already done. that's something that I can do at the end. my main concern is progress now. I did try adjusting the timing and the amount of speed in the codes for the walk and got it to where it looks decent. maybe a little more adjusting can do better.

 anyways about the video, the banicam for some reason records the video upside down and I used another program to try to fix this but it still did it and with another problem so I tried to get that fixed too but was with problems and I just posted the video to show the work.. the next video will be much better and with many more moves.. maybe another surprise too  :cool, still I have a lot of work to do and just time will tell when I can make another cool video for all of you to watch.

Offline dev.

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Re: Doctor Octupus
« Reply #57 on: January 01, 2017, 06:47:12 PM »
Whoa, didn't expect a video preview this soon. Nice job verz

Personally, I think maybe during his walking animations, his arms are held up a bit too high and it looks a bit weird. I think it'd be better if maybe they were crossed, but that's just me.

Also what's with the graphic that appears during his super jump?
This.
As for coders, I've been following a few guys here, and in case loganir does not return, my suggestion would be O Illusionista. He's the closest you can get to loganir.

Offline NightDevil123

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Re: Doctor Octupus
« Reply #58 on: January 07, 2017, 10:53:17 PM »
AWESOME!  I can't wait for this char to be released!

Offline NX-MEN

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Re: Doctor Octupus
« Reply #59 on: January 08, 2017, 05:23:15 AM »
This.
As for coders, I've been following a few guys here, and in case loganir does not return, my suggestion would be O Illusionista. He's the closest you can get to loganir.

I second this!!  :thumbsup:

Especially if O Ilu gives him a bad@ss AI Dr Oct will be a beast to beat!! lol
 

Offline Anderson Masters

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Re: Doctor Octupus
« Reply #60 on: January 08, 2017, 07:59:13 AM »
amazing ilumination on the tentacles

Offline verz36

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Re: Doctor Octupus
« Reply #61 on: January 08, 2017, 09:18:17 AM »
thank you all for the support. I been working hard on doc this days. I finally was able to get the punch I made, done. I added the tentacles and looks great. I made too many variations till I found what I like. he also has a air weak kick too that I finished. I added a hyper to him, the chain of attacks that sandman sinister six hyper has. but for some reason the third attack never connects. will need to mess with that some more. ill work on all basic attacks and when im done ill upload another video. but don't wait for that to be done so fast. doc is a hard character to make.

 about codes, for now im trying to do this myself by using the template loganir made. also I want to say that cyanide been helping me with issues that come up with this codes. ill be making omega reds throw and grab moves like he made for his version. but that will be a long process. im working on the sprites at this moment so when I get those finished, ill be going back to him and we can start.

 for now im having fun with making sprites and adding them to the character and messing around with the codes. when I finish all the sprites, then ill see how far I have gottem with the codes and see whats the best way to go. yes I thought about Oilu, so when im ready if loganir has not come back, we will see if he is up to it. about the hard ai, im not a fan of this, unless the character is a boss, its not good in my opinion.

 again thank you all for the support and don't forget that ideas and help are welcome.

Offline Gladiacloud

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Re: Doctor Octupus
« Reply #62 on: January 08, 2017, 09:23:03 AM »
I saw the video today: awesome work my friend :)

If I can give you a suggestion, work now on required sprites (gethits, fallings, etc), even if it's boring.

I always do so when I start character's spriting ;)

Offline verz36

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Re: Doctor Octupus
« Reply #63 on: January 08, 2017, 10:53:42 AM »
I saw the video today: awesome work my friend :)

If I can give you a suggestion, work now on required sprites (gethits, fallings, etc), even if it's boring.

I always do so when I start character's spriting ;)

 hey, nice work you guys are doing with your project.. love Arthur by the way. about the sprites, yes I got some of the get hits done. the rest like falling and all of that I still have to see but im going to put them together. with this character they will be more complicated but ill try my best. im also working on a hyper port. hope you enjoyed the video.

Offline ELECTRO

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Re: Doctor Octupus
« Reply #64 on: January 08, 2017, 11:05:43 PM »
This is the first thread I go to every time I come to IM. I can't wait to see every new sprite.

Offline verz36

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Re: Doctor Octupus
« Reply #65 on: January 16, 2017, 12:20:25 PM »
This is the first thread I go to every time I come to IM. I can't wait to see every new sprite.

 cool, I hope I don't disappoint when I post my sprites...

 anyways, I have been working on some more stuff for doc. he got a new air punch which I showed before but was not finished. this weekend I got 2 air kicks done. I been working on his first hyper as well but been having some issues so that still needs work.

 I know some of you were talking about his walk and believe me, I also wanted to make changes to it. but im planning to make a different walk but it has many frames like 20 if I remember correct. this will be difficult so im leaving it for the very last things to do. but ill show u where im getting it from...


 another thing I wanted to talk about is the hit boxes, I saw on leonardos topic how sometimes they have problems and maybe Oilu can share his input on these. im showing here 2 from different attacks to see if they look good, this is the way I do all of mine when im putting characters together.. I keep them simple. and I give priority to the blue ones.. so this can help me learn more about them and why we should do them a certain way.



 back to the lab!!!!

Offline NX-MEN

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Re: Doctor Octupus
« Reply #66 on: January 16, 2017, 12:42:01 PM »
I like his aerial kick and his punch as well!!  :w00t:
 

Offline HyperVoiceActing

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Re: Doctor Octupus
« Reply #67 on: January 16, 2017, 01:04:37 PM »
I don't see anything too glaring with those hitboxes. Then again I'm no coder, so what do I know  :-??

BTW verz, check your PMs

Offline ELECTRO

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Re: Doctor Octupus
« Reply #68 on: January 16, 2017, 01:48:30 PM »
I wouldn't make boxs like that, the way I see it is if your red & blue collision boxs are not overlapping each other then you won't get to use "priority = whatever, Hit". Flesh should have red & blue boxs overlapping.

Offline HyperVoiceActing

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Re: Doctor Octupus
« Reply #69 on: January 16, 2017, 02:16:02 PM »
I know some of you were talking about his walk and believe me, I also wanted to make changes to it. but im planning to make a different walk but it has many frames like 20 if I remember correct. this will be difficult so im leaving it for the very last things to do. but ill show u where im getting it from...

Interesting concept. I look forward to the new walk whenever you make it. I'm fine with the original still being the backwalk though

Offline warecus

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Re: Doctor Octupus
« Reply #70 on: January 16, 2017, 02:24:41 PM »
I don't think anything was wrong with the walk just his upper body was in a jump position

Offline verz36

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Re: Doctor Octupus
« Reply #71 on: January 16, 2017, 06:06:02 PM »
I wouldn't make boxs like that, the way I see it is if your red & blue collision boxs are not overlapping each other then you won't get to use "priority = whatever, Hit". Flesh should have red & blue boxs overlapping.

 oh, I checked and that way is for weak attacks. I went back and fixed them but still they are simple and don't contain too many boxes. thank you for pointing this out.

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Re: Doctor Octupus
« Reply #72 on: January 27, 2017, 06:49:39 AM »
standing weak animation

still working on small fixes.

changed timing and looks a bit better
« Last Edit: January 27, 2017, 06:55:03 AM by verz36 »

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Re: Doctor Octupus
« Reply #73 on: January 27, 2017, 09:12:52 AM »
I really like it Verz!!  :w00t:

Whats left from his basics? :)
 

Offline Jmaxximus

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Re: Doctor Octupus
« Reply #74 on: January 27, 2017, 09:24:58 AM »
That looks great Verz. Quick punch looks good.

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