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I'll post my graphic works here.
(https://i.imgur.com/b3TDrr0.gif)(https://i.imgur.com/lVjKQ4E.gif)
(https://i.imgur.com/aBIdSZj.gif)
(http://i.imgur.com/oZLiwhi.gif)
(http://orig05.deviantart.net/ec7c/f/2017/174/a/f/gastly_sample_by_murdertroyd-dbdsvb3.png)(http://orig14.deviantart.net/e2ad/f/2017/174/4/7/gastlyanim_by_murdertroyd-dbdsvm9.gif)
(https://orig06.deviantart.net/e406/f/2017/175/9/5/fate___excalibur_morgan_by_murdertroyd-dbdty9x.png)(https://i.imgur.com/QLPF4ZP.gif)
(http://orig13.deviantart.net/8f2c/f/2017/174/d/c/ea_sample_pal_by_murdertroyd-dbdstr5.png)(http://orig05.deviantart.net/f6d7/f/2017/174/8/4/eaprocessfullfx_by_murdertroyd-dbdsu68.gif)
(http://orig11.deviantart.net/68c1/f/2017/174/4/c/suzuya_juuzou_by_murdertroyd-dbdtf48.png)
(http://orig02.deviantart.net/afc1/f/2017/174/5/4/sans_by_murdertroyd-dbdsydo.png)(http://orig12.deviantart.net/b5a8/f/2017/174/7/c/sansprocessfinal_by_murdertroyd-dbdsyku.gif)
(http://orig10.deviantart.net/34da/f/2017/178/d/9/mettaton_by_murdertroyd-dbdsx5n.png)(http://orig09.deviantart.net/4155/f/2017/178/1/f/mettaton_process_by_murdertroyd-dbdsxme.gif)
(https://i.imgur.com/TsxrAsL.png)
(https://i.imgur.com/4WU4uOM.gif)
(http://orig10.deviantart.net/01b5/f/2017/194/2/0/fate___gilgamesh_by_murdertroyd-dbdtfr0.png)
Full WIPs
(https://i.imgur.com/ruqCkh6.gif)
(https://i.imgur.com/vfQ2CiS.gif)
(https://orig00.deviantart.net/821c/f/2017/317/6/e/lastword_1_by_murdertroyd-dbdtclq.gif)(http://orig09.deviantart.net/1c69/f/2017/174/f/4/fx_lastword_by_murdertroyd-dbdtcep.png)
(http://orig15.deviantart.net/4b0f/f/2017/174/6/c/blastmerged1sm_by_murdertroyd-dbdtdp7.gif)
(http://orig04.deviantart.net/0a9a/f/2017/174/1/9/auratest8c_by_murdertroyd-dbdtd7q.gif)
(http://orig03.deviantart.net/7140/f/2017/174/2/7/artfulsacrifice7sm_by_murdertroyd-dbdte3p.gif)
(http://orig04.deviantart.net/1c36/f/2017/174/6/5/gameeffect_by_murdertroyd-dbdtebg.gif)
(http://orig12.deviantart.net/6e0c/f/2017/174/1/8/wip_judgment_hall_lines_by_murdertroyd-dbdtq19.gif)
(http://orig07.deviantart.net/9ba4/f/2017/174/7/e/wip_judgment_hall_pillars_sans_by_murdertroyd-dbdtq83.png)
(http://orig01.deviantart.net/34eb/f/2017/174/d/3/spacebackdropmu_by_murdertroyd-dbdth05.png)
(https://i.imgur.com/VUOb2Dt.png)
(http://i.imgur.com/VEgucAk.gif)
FX Works
(https://i.imgur.com/cQL9c73.png)
(http://orig05.deviantart.net/412f/f/2017/174/f/7/blastfinal7_by_murdertroyd-dbdt7s5.gif)
(http://orig05.deviantart.net/3d84/f/2017/175/3/c/suntest2_by_murdertroyd-dbdtxy7.gif)(http://orig05.deviantart.net/37a0/f/2017/174/a/2/suntest1_by_murdertroyd-dbdtto1.gif)
(http://i.imgur.com/kRPT7Ht.png)(http://i.imgur.com/wcTYDkP.png)(http://i.imgur.com/8nxIJIK.png)
(http://i.imgur.com/3MEQmvw.png)(http://i.imgur.com/Zf9oyxr.png)
(http://i.imgur.com/tFxhvFa.png)
Effects I made open source.
(http://orig03.deviantart.net/78ae/f/2017/174/d/1/aiasattempt1_by_murdertroyd-dbdt4go.gif)(http://orig09.deviantart.net/ecef/f/2017/174/5/1/orbit1_by_murdertroyd-dbdt4yg.gif)
(http://orig15.deviantart.net/8653/f/2017/174/c/4/redbeam_by_murdertroyd-dbdt5em.gif)
(http://orig13.deviantart.net/4b90/f/2017/174/7/8/pulse1_by_murdertroyd-dbdt4oh.gif)
(http://orig13.deviantart.net/51f9/f/2017/174/e/9/spark1_by_murdertroyd-dbdt55i.gif)(http://orig11.deviantart.net/aa9e/f/2017/174/3/a/fx_pillar_by_murdertroyd-dbdt41f.gif)
Shield:
http://www.mediafire.com/file/6494bu4ii6zoyzs/Shield.rar
Orbit:
http://www.mediafire.com/file/wm39jn3puln2j01/orbit.rar
Beam:
http://www.mediafire.com/file/ljoglsnki4rgrn6/Red_Beam.rar
Pulse:
single: http://www.mediafire.com/file/0ddpam9a1sagbie/PulseSingle.rar
group: http://www.mediafire.com/file/2589opr8uhiae78/Pulse.rar
Spark:
http://www.mediafire.com/file/ckcedgktb133zmf/Spark.rar
Energy Pillar:
http://www.mediafire.com/file/swqn8q6a6bw7yg9/EnergyPillarCrack.rar
V2:
http://www.mediafire.com/file/8s6fk0g2gfbr0tf/EnergyPillarVersion2.rar
Without intro/ending:
http://www.mediafire.com/file/ul9pc4ur4cfnw4o/E-pillar.rar
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:o
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really nice work... :)
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My favorite sprite style and the work you done shows just how great it is . ^:)^
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Damn dats one dope Gilgamesh.
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Damn fine work !! I am diggin the fx for Archer!! ^:)^
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:o WOW!!! That looks awesome just as a drawing so i can only imagine how even more awesome it will look when your done! I am actually doing simular same thing hand drawing stages and then converting to pixels tho. I usually just flat shade what needs to be doing all the light sourcing type shading last for details. Since i am doing HD /HR its pretty cool but yo this def is a huge deal your doin and you always pull off some amazing work. Stage super reminds me of Soul Eater anime style look. Lol. Its dang friggin sweet with this! Cant wait to hope to see when your done! ^:)^
Cool question: You thinkin about even maybe attempting a layered texture version or sticking to strictly pixels style?
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.
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Nice. this could be a cool boss.
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(http://i.imgur.com/N1Vp4Fi.png)
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These are amazing! @-)
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added another.
https://www.sendspace.com/file/xd9eo1
(http://i1103.photobucket.com/albums/g466/murdertroyd/red%20beaminf2.gif)
I think I got a couple of ways to deal with the premultiplied edges while rendering. since "straight" wasn't giving me a good result.
I like it :Terry
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That is so epic! I would love to see like an ice breath variation of some sort. If not, that's cool, but still... Wow! :o
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Dang! I love what you got there! Your designs, HD sprites, and FX are very excellent. My favorite sprite style ever! ;D
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wow alice, impressive work.. cool fxs
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If I decide to make more tests I'll think about it.
added the vortex loop with alpha channel.(past didn't have the transparency)
https://www.sendspace.com/file/rpiebt
(http://i1103.photobucket.com/albums/g466/murdertroyd/vortexinf.gif)
Salut si felicitari. Arata bine bine :)
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this vortex would be cool fx for a move im planning if I can use it... ill be taking some characters to the negative zone :cool
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Go ahead, those are open source.
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Player:
(http://i1103.photobucket.com/albums/g466/murdertroyd/sansfinal2.png)
(http://i1103.photobucket.com/albums/g466/murdertroyd/process/sansprocessfinal.gif)
I'll try to post the process when it's from scratch from now on.
Background:
(http://i1103.photobucket.com/albums/g466/murdertroyd/sprites/sans%20backgroundfinal.png)
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Did you have a bad time drawing this? :D
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.
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I like how the character is balancing a bone on top of his bony finger. Nice work!
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A manually made Blast:
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/blast%20process203.gif)
This was a little practice to improve my drawn effects, tried to recreate an excalibur blast(saber).
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Beautiful work! Also, I love how you did Sans with the background style, Alice. I get curious how you made the background style on a character 'cause I've wanted to make one for my own. :)
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How?
well, I just think that background characters aren't supposed to stand out more than the player characters, (unless the main focus of a stage is precisely a character, but that's not very common), so, depending of the stage style, giving them less contrasting colors and a hue to blend with the stage is good.
I've seen a lot of people who just take playable character sprites and slap them in a stage, without even taking the stage lighting into consideration.... which looks horrid, & sometimes not even properly scaled.
That Sans is for a stage haven't finished btw.
Now, If you mean the process thingy, it was rather quick, so I didn't save any step for that one.
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Superb :Terry
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Im lost with words
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Mettaton & Mettaton EX
(http://i1103.photobucket.com/albums/g466/murdertroyd/sprites/Mettaton%20finalPrev2.png)
(http://i1103.photobucket.com/albums/g466/murdertroyd/process/process%20full%20Slw.gif)
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:o now that is tight! Love the detail and quality . :thumbsup:
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Something for a sprite contest:
(http://i1103.photobucket.com/albums/g466/murdertroyd/sprites/SampleGastly3.png)
(http://i1103.photobucket.com/albums/g466/murdertroyd/process/ProcessSamp3.gif)
I animated it, but it was kind of rushed as the deadline was the past sunday, and ended a bit rough. So I'm refining it for now.
Contest is(or was supposed?) to be at mugen guild.
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Ghastly's one of my fav pokemon as he evolves in Haunter, my all-time favourite pokemon.
Sprited great as always, with nice details :thumbsup:
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Very well done ! ^:)^
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(http://i1103.photobucket.com/albums/g466/murdertroyd/process/processIMG.gif)
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(http://orig09.deviantart.net/b648/f/2016/309/3/d/gastlyanim11d_by_murdertroyd-dancqf5.gif)
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Excellent as always Alice!! ^:)^
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:O*D ... :o ... (http://66.media.tumblr.com/53f16d60dae06d20d3a69c736afff1fb/tumblr_n96xsuxd2e1rziwwco1_250.gif)
Always enjoy your work, Alice. :cool
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A character I'm spriting, I started her not too long ago, since I'm doing it completely from scratch without bases and original animations for both char & FX (plus HD), this will take time. But that's ok, this is probably the only character I'm interested enough to be willing to sprite completely anyway.
I don't know if I'll port her to mugen, I'm lazy to remember character coding(I haven't coded a character in like 6 years) and I'd be happy with just making the sprites.(but I guess it's still too early to talk about that :P)
this is part of a super move, effect is not final.
I haven't finished the capelet motion, head is still a bit rough.
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I like the concept!! It reminds me those effects from Dr Strange film!! :thumbsup:
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You know, for some reason I was totally expecting someone mention Dr Strange. I think I'll watch that movie.
This thing looks better against a dark background.
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/SpellStart.gif)
I just noticed I need to correct the spell circle axis a bit.
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:o omfg that's hot! It really does look some Dr strange dark spell! That's good work and I really love how its animation is so smooth. This must took awhile. I am glad I stopped in . :thumbsup: :thumbsup:
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Its still perfect!! :)
Landoooooooooooooooooooooooooooooo!!! hehe
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I love those animations! So flawless!
Landoooooooooooooooooooooooooooooo!!! hehe
:D NX-Meeeeeeeeeeeen!
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Enso long time no see buddy!!! :w00t:
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Still not final.
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/BlastMerged1SM.gif)
(http://i1103.photobucket.com/albums/g466/murdertroyd/sprites/sample%20fx3.png)
Here's a sample of the improved start up FX.
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looking nice, great job
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That effect is so super sexy. Would like to see the final result of it.
Enso long time no see buddy!!! :w00t:
Same, man! ;D I knew you would respond back. :D
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Its still amazing Alice!!! :o
That effect is so super sexy. Would like to see the final result of it.
Same, man! ;D I knew you would respond back. :D
:cool
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(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/auratest8.gif)(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/auratest7.gif)
Aura effect, I don't know if I'll use this, but it serves as a bit of practice regardless.
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Thats fantastic Alice!! :)
Of course I like the previous version of it too!! :)
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Pro, straight up pro :Terry
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amazing effects man...
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(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/ArtfulSacrifice7w.gif)
Another attack animation I made for my character, probably will use this one. It would work as a level 1 super, a puppet flies at the enemy and explodes.
Dust animation can be improved, but I'll leave that for later.
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:o now that is def amazing work!
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Thats trully a masterpiece Alice!!! :o
It reminds me the death of Wolvie by Nitro!!
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It reminds me of several things
Started drawing a walk, looking at it again, maintaining the smooth animation of the dress will be very time consuming to sprite if I decide to keep the petticoat, I'll see if I can think in something to speed things up, probably still will keep it regardless.
(http://i.imgur.com/uT7fW3R.png)(http://i.imgur.com/DEdm1Uh.gif)
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Your work is really impressive!! ^:)^
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I'll post a few FX I'm discarding for whoever find them useful, instead of just deleting them right away.
They all come in 32 bit pngs with alpha channel(they're easier to edit like that).
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/pulse1.gif)
http://www.mediafire.com/file/2589opr8uhiae78/Pulse.rar
Not using this.
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/Aiasattempt1.gif)
http://www.mediafire.com/file/6494bu4ii6zoyzs/Shield.rar
A shield, discarding this since I'm making a more elaborated one.
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/spark1.gif)
http://www.mediafire.com/file/ckcedgktb133zmf/Spark.rar
This one too, I'll probably get a better result if I make each frame manually anyway. Need to experiment a bit more, I didn't like much at the end.
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At times I open up my softwares & mess around to keep the practice, so I'll post a few FX I'm discarding for whoever find them useful, instead of just deleting them right away.
They all come in 32 bit pngs with alpha channel(they're easier to edit like that).
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/pulse1.gif)
http://www.mediafire.com/file/2589opr8uhiae78/Pulse.rar
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/Aiasattempt1.gif)
http://www.mediafire.com/file/6494bu4ii6zoyzs/Shield.rar
A shield, discarding this since I'm making a more elaborated one.
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/spark1.gif)
http://www.mediafire.com/file/ckcedgktb133zmf/Spark.rar
This one too, I'll probably get a better result if I make each frame manually anyway. Need to experiment a bit more.
^^(PM)^ ur effects are amazing and very animated
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I am very impressed with your effects!!! :w00t: :w00t:
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Thx, although that's only scrapped stuff :P
Added another.
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/orbit2.gif)
A first attempt, (part of the effect when I was making the aura thing)
http://www.mediafire.com/file/wm39jn3puln2j01/orbit.rar
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Oh Alice =P~ :Wink
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Another perfectly made effect!! :)
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Hey Alice, do you have one of those circles isolated, without the others?
http://i1103.photobucket.com/albums/g466/murdertroyd/quick/pulse1.gif
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Those are some beautiful Animations :thumbsup: :thumbsup:
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Hey Alice, do you have one of those circles isolated, without the others?
http://i1103.photobucket.com/albums/g466/murdertroyd/quick/pulse1.gif
I do.
http://www.mediafire.com/file/0ddpam9a1sagbie/PulseSingle.rar
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An old sprite, fixed several things from when I drew it at first.
I'm tempted to make an animated effect for the scythe(I particularly liked the coloring), only to see how it would look.
(http://i1103.photobucket.com/albums/g466/murdertroyd/sprites/JuuzouFinal5.png)
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I remember this!!
Nice update Alice!! :w00t:
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(https://i.imgur.com/Znkv1BU.png)
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Another stage I'm drawing, I'm going for a low-res CAPCOM style (not VS series)
Here's the initial sketch I made:
(http://i.imgur.com/Bqns16p.gif)
It's layered to add the 3D depth effect in game like some of my other stages have.
(http://fc09.deviantart.net/fs70/f/2014/007/b/6/palace_by_murdertroyd-d71bu4t.gif)
Since the whole stage is being drawn completely from scratch too, decided I'd post sporadic updates in this topic this time, as I don't like to make project threads that much. The stage is called Judgment Hall.
And here's the obligatory BGM :p
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Pillars done.
(http://i1103.photobucket.com/albums/g466/murdertroyd/sprites/JudgmentPillarsFinal1.png)
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/JP1.png)
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That looks really nice :Terry
Do you plan to have a version of the stage that doesn't have Sans in the background?
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^:)^ Master ^:)^
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wow!!!!!
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Do you plan to have a version of the stage that doesn't have Sans in the background?
I can point the block of code to delete so that Sans doesn't appear in the stage, no need to release a separated version.
Idle puppet in the field activates, could work as a launcher & zoning attack, maybe lvl 2 super instead of 1.
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/effectAS2.gif)
Something quickly coded, just to come up with ideas on how to work this out. (And practice I guess, since I'm rusty at coding), still need to improve that explosion dust animation.
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You should totally make a character some day. =P~
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Fantastic Alice!!! :o
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You should totally make a character some day. =P~
I'm spriting a whole char :D
Including effects, that one is part of it.
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I'm spriting a whole char :D
Including effects, that one is part of it.
OOOOOOO o.O# HAHA my fault i thought you was only just making random effects and sprite animations.
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Pretty cool
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OOOOOOO o.O# HAHA my fault i thought you was only just making random effects and sprite animations.
yup, although it's a long term project because pretty much everything (char animations, FX, Portraits, animated hyper portraits, etc...) except sounds maybe, is being made from scratch and have to design a rather uncommon gameplay.
Also because I'm juggling other smaller projects (like some stages with original graphics), so it may look random at times.
The Unlimited Blade Works Reality Marble
(another stage wip)
I modelled this stage in 3D (it's an older wip), although I haven't rendered it completely to code the 3D effect(because still need to make many more different type of swords, and the gears embedded in the sky).
Thinking about it, using a pre-rendered 3D method has a lot of flaws, one of the most annoying is the difficulty to avoid characters sliding when the floor is not completely flat, alternatively could make this without the 3D effect and only animated, but I like my stages to have depth too. I'm considering to make a version in pixels too, it would be more practical for mugen.
The credit for the lens flare goes to JeanBureau, from one of his stages.
He also gave me the idea for this version of the stage.
BGM Used: Emiya V2 by kenji kawai (fate series)
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d*mn! Alice you do things out of this world :-SS
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wow great work! :o
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Reworked this, may use it for my char after all, I kind of liked how it came out this time.
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/auratest8C.gif)
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/auratestSIL.gif)
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It came out great as always Alice!! :thumbsup:
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The solid one with alpha, 32 bit support in 1.1 is perfect for these kind of FX. Not very fond of using add alpha effects.
(http://i1103.photobucket.com/albums/g466/murdertroyd/sprites/mock2LW.png)
A couple more for a stage I'm making.
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/Suntest2.gif)(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/Suntest1.gif)
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Pretty impressive Alice!! :)
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Another effect I made open source, 1.1 is recommended for these.
Energy Peak/Pillar:
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/Stagetest1FX.gif)(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/Stagetest2FX.gif)
DL:
http://www.mediafire.com/file/swqn8q6a6bw7yg9/EnergyPillarCrack.rar
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Very cool effects Alice!! :w00t:
I especially love the second which cracks the earth!!
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(つ._.)つ
Forgot the constant one, could be useful too I guess.
and an alternate one.
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/EnergyTower2.gif)(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/PillarV2.gif)
Constant:
http://www.mediafire.com/file/ul9pc4ur4cfnw4o/E-pillar.rar
Alternate:
http://www.mediafire.com/file/8s6fk0g2gfbr0tf/EnergyPillarVersion2.rar
Can think in several uses for this.
(http://i1103.photobucket.com/albums/g466/murdertroyd/fx/Examplegif.gif)
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Nice!! Did u draw Earth? :)
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D*mn... watching all of Alice's work is like walking in a gallery of art x/
every time I saw those animations, it's always too much impressive.
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Did u draw Earth? :)
I 3D-modelled it
But not just earth btw, it's a whole animation scene (planet rotation,clouds movement, sunrise, lens, etc...), & transition is around 1200 HD frames, I'm not done making the len yet, but here it is with almost all backdrop elements:
This is still resized to 80%.
(http://i1103.photobucket.com/albums/g466/murdertroyd/quick/EarthView2.png)
I'll see if i can make an animated preview and optimize it, otherwise I would end with 1gb stage.
Also, the BGM that inspired this stage:
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Impressive!!! :w00t:
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It looks like my photobucket reached the hotlinking limit and my images can't be seen anymore (except for me) & posted this thinking anyone could see it. Don't know if its temporal but meanwhile will use an alternate one.
A small preview, it's still highly unfinished (only 15%-20%), but I'm coding it already.
Still need to either model or draw a space station(which is the main foreground/floor) to complete the stage graphics, although I could say the main focus of the stage is done.
(http://orig07.deviantart.net/e5ac/f/2017/174/a/4/spacewip15__by_murdertroyd-dbdtgg0.gif)
I'll post sporadic updates for this one too.
Image from 2 posts ago.
(http://orig07.deviantart.net/41f5/f/2017/209/8/1/spacebackdropmu_by_murdertroyd-dbdth05.png)
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Love it and in Mugen 1.1 is perfect!! ^:)^
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I don't know, I kinda dig it in space. Very Unique
Great for characters who mainly fly/float. Green Lantern, Silver Surfer or Onslaught for example.
Edit:
I'd maximize it, make the zoom work for its money lol.
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It looks like my photobucket reached the hotlinking limit and my images can't be seen anymore (except for me) & posted this thinking anyone could see it.
I think that you clarify my problem too, thanks.
And wow, this stage is more impressive than ever... :-SS :-SS ^:)^
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Might release a version for floating chars, although it would look weird for most characters, also, it looks like photobucket went kaput for everyone...not just me. Merged my graphic work at the first post.
Back to pixels.
(http://i.imgur.com/oZLiwhi.gif)
Sprited a hologram generator with the planet I modelled before,
didn't put much thought in this one, I was just experimenting a bit, trying to come up with different dithering methods, may use it for my stage, but not this version specifically.
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nice work alice, your art is impressive. that piece there would look great on a fantastic four stage that im doing :cool
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Would love to see more low res animations from you.
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Pretty cool job Alice!! :w00t:
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Awesome work, as always!
I recommend making an account & uploading to imgur.
They give direct links.
No limit to uploading or hotlinking. ::salute::
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(http://i.imgur.com/Yx5qEBI.png)
Frilly dresses are annoying to animate :P (this is for my char)
(http://i.imgur.com/wmm3Fvl.png)
Excalibur Morgana, I animated this, but still need to make a couple of transitions between effects.
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Impressive!! :w00t:
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(https://i.imgur.com/b3TDrr0.gif)
(https://i.imgur.com/lVjKQ4E.gif)
Animated & sprited a Dormammu head, the head/mask-thing and collar-thing would need movement in a walk cycle, but wanted to focus only on animating the flame the most natural I could, like would behave in a walk from forward to backward.
Since recently I've been getting several people asking for commissions, & a few of them asked me about MVC style, I've decided to extend my repertoire.
I was planning to make only the head at first, but thinking again, it may be nice to make the character's walk cycle to have it as portfolio to show, so I may do that.
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Careful bro.
You'll get the forum's hopes up.
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?
I said I'd just make a walk animation, not the full character. I mean, unless someone wants to commission me for a full character once I have enough time, then that's a different story ¯\_(ツ)_/¯
Did I word it wrong?
I'm not particularly interested in having comic characters.
Not gonna lie, I like Dormammu's design, but I don't like him enough to sprite the whole char as hobby, plus I'm spriting a different one already.
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Looks perfect Alice!! Maybe Gladiacloud could use it for his Dormammu wip!! :w00t:
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This sprite style is very different by mine, but can be used as a reference.
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I mean, unless someone wants to commission me for a full character
Slick devil you >:D
This sprite style is very different by mine, but can be used as a reference.
'He's Come To Bargain!'
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(https://i.imgur.com/PG4eupL.gif)
(https://i.imgur.com/WRPcTII.gif)
Animated & sprited a Dormammu head, the head/mask-thing and collar-thing would need movement in a walk cycle, but wanted to focus only on animating the flame the most natural I could, like would behave in a walk from forward to backward.
Since recently I've been getting several people asking for commissions, & a few of them asked me about MVC style, I've decided to extend my repertoire.
I was planning to make only the head at first, but thinking again, it may be nice to make the character's walk cycle to have it as portfolio to show, so I may do that.
Wowzers, I love that fire effect. If I ever have the money I def want to commission you for something based on my Starfire design.
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(https://i.imgur.com/b3TDrr0.gif)
(https://i.imgur.com/lVjKQ4E.gif)
Animated & sprited a Dormammu head, the head/mask-thing and collar-thing would need movement in a walk cycle, but wanted to focus only on animating the flame the most natural I could, like would behave in a walk from forward to backward.
Since recently I've been getting several people asking for commissions, & a few of them asked me about MVC style, I've decided to extend my repertoire.
I was planning to make only the head at first, but thinking again, it may be nice to make the character's walk cycle to have it as portfolio to show, so I may do that.
It is not the utmost of perfection, but I did it:
(https://i.imgur.com/wwEXQRv.gif)
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Wowwwwww man!!! :o
Very smooth animation!! :w00t:
Hope u show more progress of Dormammu!! :thumbsup:
He is becoming an anticipated wip!! :w00t:
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I think it needs a couple more frames, especially noticeable in the legs when moving back to front, maybe loosen the forearms & hands too, but the animation is pretty good overall.
Morgana Powering Up
(https://i.imgur.com/CYNzutQ.png)
This is an old outdated version, I animated it too, might post it later on, if I find it.
Just love the theme;
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Really like it Alice!! :w00t:
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(https://i.imgur.com/b3TDrr0.gif)
(https://i.imgur.com/lVjKQ4E.gif)
Animated & sprited a Dormammu head, the head/mask-thing and collar-thing would need movement in a walk cycle, but wanted to focus only on animating the flame the most natural I could, like would behave in a walk from forward to backward.
Since recently I've been getting several people asking for commissions, & a few of them asked me about MVC style, I've decided to extend my repertoire.
I was planning to make only the head at first, but thinking again, it may be nice to make the character's walk cycle to have it as portfolio to show, so I may do that.
AMAZING ^:)^
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Wow!
I really like the colors and I enjoy the quality of the fire animation too.
It reminds me of Fantasia and old cartoons for some reason :D
Very nice to see the head in place with a walk animation... and the cape/robe... that is just killer... I know how hard it can be to match different styles with a specific cape animation cycle. Congrats!
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Very nice work in the flames!
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I made one where energy filled the sword completely (grip to point), but animation file was corrupted, although at the end I didn't like much the streams anyway and started a new one, the one at the right is an outdated one & couldn't find the file for the full size (this animation is old actually), posted the sprite again for reference.
(https://orig06.deviantart.net/e406/f/2017/175/9/5/fate___excalibur_morgan_by_murdertroyd-dbdty9x.png)(https://i.imgur.com/QLPF4ZP.gif)
Loop is not completely perfect in this image, it's kind of hard looping all the elements in the same gif without making the file size too big.
(https://i.imgur.com/b3TDrr0.gif) (https://i.imgur.com/lVjKQ4E.gif)
Updated this a bit btw.
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Sword looks so great!! :thumbsup:
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love your work ATice always class A
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Nice!! Love to see it completed!! :thumbsup:
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It will take some time to complete, designing the moves is proving to be rather difficult (http://mugenguild.com/forum/Smileys/mfg/book.gif)
Anyway, I drew part of the dress, but she still got plenty of loose clothing and ornaments left to do.
(https://i.imgur.com/qPwebxa.gif)
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Looks nice! :thumbsup:
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Who are you making?
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Just a magical puppeteer.
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Looks nice so far Alice!
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(https://i.imgur.com/4TYZKyb.png)
Magician Type-0
Got the idea from Dartzpie while we were at the Mugen Free For All chat, and started sketching a sprite of him, kinda lost interest midway, but posting it anyway because don't know if I'll bother in finish the body too, did it some time ago.
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looking fwd to the final result!
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Me too!! :)
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(https://i.imgur.com/vfQ2CiS.gif)
Made a few energy blasts, still not convinced completely, may draw a few more, this is part of a cinematic move I'm planning.
(https://i.imgur.com/AiqyZ17.gif)
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That Dormammu fire is just amazing. Excellent job on it. (sorry for ignoring the rest of your work, they're good too)
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I really liked those animations.
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It's a comics forum after all ¯\_(ツ)_/¯
(https://i.imgur.com/1jqwYvr.gif)(https://i.imgur.com/C7gSj1B.gif)
Strings effect for my char.
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Very cool!! :w00t:
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It's awsome!
Reminds me of BlazBlue for some reason...
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(https://i.imgur.com/eyFa27j.gif)
(https://i.imgur.com/MdBGSB6.gif)
Drawing the continuation for this combo, also trying a couple of new programs to sketch my animations, so far I'm really liking them.
Anyway, gameplay related was planning to make her rather slow moving and weak at close combat, but strong and capable of press the enemy at mid-long range (like shown in the gif image), since she's a puppeteer & most of the attacks are done mainly by puppets obviously (those are strings, not whips btw :P)
(https://i.imgur.com/B0SqJva.gif) This was just a quick test.
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It will be a perfect move when its finished!! :w00t:
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(https://i.imgur.com/eyFa27j.gif)
Drawing the continuation for this combo, also trying a couple of new programs to sketch my animations, so far I'm really liking them.
Anyway, gameplay related was planning to make her rather slow moving and weak at close combat, but strong and capable of press the enemy at mid-long range (like shown in the gif image), since she's a puppeteer & most of the attacks are done mainly by puppets obviously (those are strings, not whips btw :P)
(https://i.imgur.com/B0SqJva.gif) This was just a quick test.
Alice how long do you believe it took you to get as good as you are at sketching your graphics? :-w
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Well, that's a simple question with a potentially complex answer.
I mean, have been into pixel art for 4-5 years IIRC, but I've messed with different types of graphic work for longer than that, like 8-9 years, drawing architecture is a part of my job too.
During all that prior time I learned some stuff that helps with the spriting part, but probably shouldn't take that long for someone commited to only one thing to improve, because I practice different kinds of graphics during free time instead of focusing in only one thing.
Like, at times I practiced 3D, sometimes CGI FX, other times hand drawn animation, other times pixel art, etc... lately I've been interested in digital illustration too, so I guess it will take more time to improve in one area, maybe shouldn't do this but keeps the motivation.
There's no limit in learning on any of them though, I keep on doing it.
(https://i.imgur.com/mEAddS2.gif)
Updated slightly, could end with the puppet exploding.
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Well, that's a simple question with a potentially complex answer.
I mean, have been into pixel art for 4-5 years IIRC, but I've messed with different types of graphic work for longer than that, like 8-9 years, drawing architecture is a part of my job too.
During all that prior time I learned some stuff that helps with the spriting part, but probably shouldn't take that long for someone commited to only one thing to improve, because I practice different kinds of graphics during free time instead of focusing in only one thing.
Like, at times I practiced 3D, sometimes CGI FX, other times hand drawn animation, other times pixel art, etc... lately I've been interested in digital illustration too, so I guess it will take more time to improve in one area, maybe shouldn't do this but keeps the motivation.
There's no limit in learning on any of them though, I keep on doing it.
(https://i.imgur.com/mEAddS2.gif)
Updated slightly, could end with the puppet exploding.
Oh you're fine don't worry i love complex answers! & That's great to hear actually.
So last question, Out of all of those expertise which one do you enjoy doing the most and which one do you dislike the most?
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Don't dislike any really, but I have preferred ones.
Even though 3D makes life easier when it comes to fighting games since it's more practical and faster once you're adept enough at it (which is why a lot of companies opted for 3D), I still like 2D hand drawn animation better when it comes to giving life to characters, maybe is all those small details that you can add to chars to give more dynamism to animations.
Also, might be just me, but when you need to rely too much on softwares to do the job (such as modelling), constant practice is needed in order to not forget how interfaces work, or keep up to date to the program updates so that your skills don't become dull (like once I forgot how to print using scale after a while of not using a couple of CADs).
Regardless, I grew fond of 3D for background work and is pretty useful, like that animation is pretty much hand drawn, except for the explosion at the end.
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Don't dislike any really, but I have preferred ones.
Even though 3D makes life easier when it comes to fighting games since it's more practical and faster once you're adept enough at it (which is why a lot of companies opted for 3D), I still like 2D hand drawn animation better when it comes to giving life to characters, maybe is all those small details that you can add to chars to give more dynamism to animations.
Also, might be just me, but when you need to rely too much on softwares to do the job (such as modelling), constant practice is needed in order to not forget how interfaces work, or keep up to date to the program updates so that your skills don't become dull (like once I forgot how to print using scale after a while of not using a couple of CADs).
Regardless, I grew fond of 3D for background work and is pretty useful, like that animation is pretty much hand drawn, except for the explosion at the end.
Magnificent. I'm happy that i was able to pick your brain a little bit and explore your interests. It was great and i appreciate the detailed explanations as well! Can't wait to see your character fully completed. O0 ;)
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(https://i.imgur.com/VUOb2Dt.png)
Reworked the 3D scene (I modelled this scene a few years ago and made it a mugen stage), I think this one came out better regarding perspective and shadows, sun is lower meaning longer shadows, still need to add a bit of texture to that big lump at the left, it's supposed to be a haystack, but didn't think much of it when I was doing it, and thought the sunset glow would take care of that, maybe 1 or 2 more trees at the right, but I like it more than the past version already.
Will leave the moveset for my char too.
Once I like the idea enough, I start sketching the animation, have several rough sketches already, though I won't detail them until I have the moves fully conceptualized (commands, chain possibilities & usefulness between them).
Normals
Still deciding on them, since she doesn't attack directly with melee and her pressure play is mid-range, balancing someone like that for a fighter may be rather difficult, but I have a few ideas to design the gameplay.
Special Moves
-Setting-(F,DF,D,DB,B +A or B or C), To activate (D,D + A or B or C)
An idle puppet is set in the field, can be destroyed, when activated does one of 3 things depending of the button pressed:
a.- Does a spinning attack in the same place it was set.
b.- Fires a small quick laser at enemy's direction.
c.- Artful Sacrifice: Flies towards the enemy and explodes on the floor launching P2 in air, keeping the button pressed holds the attack. (1000 of power to activate this)
-Barrage-(B,DB,D,DF,F + A or B or C)
Rapid succession of puppet strikes at mid-range.
-Slam-(F,D,DF,F + A or B or C)
A puppet grabs the enemy in mid-air and slams it against the floor.
-Dummy-(D,DB,B + A or B or C)
Works as a counter, P1 is hit revealing is just a dummy which explodes hurting the enemy, she then reveals herself from behind an invisibility/camouflage cloak at certain distance away (distance depends of the button pressed), being slow and poor at close melee, this helps to keep the distance as well.
Super Moves
-Goliath-
A giant puppet is summoned, has a time limit, can take hits but can't be destroyed, it doesn't flinch if attacked, range is huge and can be controlled to perform various actions to help in combo chains/pressure. (Haven't defined all its moves, but requires 3000 of power to summon)
-Automaton: Level Titania-
A large halberd-wielding armoured puppet is summoned (slightly taller than P1), it doesn't have a time limit but can take hits and damage at any time, after taking some damage it's destroyed, has limited super-armor and flinches when it breaks, it automatically attacks once it's summoned using melee only and cannot be controlled (movement speed is average and attack startup is pretty slow), but can be commanded to perform one of these 3 things:
x.- Self-destruct hurting the enemy, anti-aerial.
y.- Fire a high-output laser.
z.- Do a fast combo while charging at the enemy.
The puppet is left unusable after performing any of them. (Requires 2000 of power to summon, and 1000 to do the rush combo, shoot the laser or make it self-destruct)
Goliath and Titania can't be at the same time in the field.
-Dolls of War-
(Still Deciding)
-Trip Wires-
A series of strings are scattered across the stage for a certain amount of time that hurt the enemy if touched and produce a small stun, damage is very minimal (1HP), but restricts P2's movements & P1 can move during this. If the strings connect (or are hit by other projectiles) they become disabled for a few seconds, then they're able to hurt the enemy again, this repeats until the super move time limit ends. (Requires 2000 of power)
-Hourai-
P1 fires a high-output laser, range is infinite. (Requires 1000 of power)
The Last Word:
Finishing moves that trigger when certain criteria is met & override -Dolls of War-, which would be the strongest super on hit, but still undecided on them.
-Grimoire: Necronomica Fantasy- On low health (could works as a counter), If it hits a cinematic sequence starts, P1 is knocked out revealing her non-retconned form which flies at the distance, summons an alternate realm and starts gathering dark magic from her book into a huge attack which is released and obliterates everything. End cut shows P1 reappearing and wondering what just happened.
-The Phantom of the Grand Guignol- If it hits a cinematic sequence starts, several dozens of creepy/horror puppets are summoned from the darkness into a theatre's stage, followed by a giant monstrous one that grabs the enemy and seals it in a box, then the smaller ones pierce the box with several swords to finally being sliced in half by the giant one. End cut shows P1 doing a reverence to the "public".
Here's a example sketch of a combo, considering 6 buttons, [a,b,c for character]-[x,y,z for puppets]
(Requires goliath summoned + a puppet set in the field+1000 power),
(https://i.imgur.com/ruqCkh6.gif)(https://i.imgur.com/msab4OO.gif)
A(normal), B(normal), C(normal), 41236+c(barrage), 236+c(it's a follow-up), 22+b(upper slashes), 4214+a(stabs), 22+z(Goliath smash), 22+c(activates puppet), 6236+a(slam+while enemy is in air:
(https://i.imgur.com/dpV0tGO.gif)<--not shown here)
Haven't fully decided on the commands, so this can change.
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Awesome job! :thumbsup:
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nice stuff indeed :thumbsup:
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You should make a tutorial, things like this are important for mugen :w00t:
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Well, commands are easy to do, but the best way understand while getting started is just reading Kung Fu Man's CMD file since he's basic and easy to comprehend.
This is just a very simple way to put it;
1.- You define your command motion and label it, along with the time needed for the input.
[Command]
name = "TripleKFPalm"
command = ~D, DF, F, D, DF, F, x
time = 20
2.- Then just use a changestate with the command label as trigger (along with any other requirements/triggers that you want or need).
[State -1, Triple Kung Fu Palm]
type = ChangeState
value = 3000
triggerall = command = "TripleKFPalm"
triggerall = power >= 1000
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA, SA, HA
trigger2 = stateno != [3000,3050)
trigger2 = movecontact
trigger3 = stateno = 1310 || stateno = 1330 ;From blocking
Having the notes from his cmd file into account, to know what symbol does what (~, /, $, >, +):
1. Command definition
---------------------
Note: The commands are CASE-SENSITIVE, and so are the command names.
The eight directions are:
B, DB, D, DF, F, UF, U, UB (all CAPS)
corresponding to back, down-back, down, downforward, etc.
The six buttons are:
a, b, c, x, y, z (all lower case)
In default key config, abc are are the bottom, and xyz are on the
top row. For 2 button characters, we recommend you use a and b.
For 6 button characters, use abc for kicks and xyz for punches.
- command
list of buttons or directions, separated by commas. Each of these
buttons or directions is referred to as a "symbol".
Directions and buttons can be preceded by special characters:
slash (/) - means the key must be held down
egs. command = /D ;hold the down direction
command = /DB, a ;hold down-back while you press a
tilde (~) - to detect key releases
egs. command = ~a ;release the a button
command = ~D, F, a ;release down, press fwd, then a
If you want to detect "charge moves", you can specify
the time the key must be held down for (in game-ticks)
egs. command = ~30a ;hold a for at least 30 ticks, then release
dollar ($) - Direction-only: detect as 4-way
egs. command = $D ;will detect if D, DB or DF is held
command = $B ;will detect if B, DB or UB is held
plus (+) - Buttons only: simultaneous press
egs. command = a+b ;press a and b at the same time
command = x+y+z ;press x, y and z at the same time
greater-than (>) - means there must be no other keys pressed or released
between the previous and the current symbol.
egs. command = a, >~a ;press a and release it without having hit
;or released any other keys in between
You can combine the symbols:
eg. command = ~30$D, a+b ;hold D, DB or DF for 30 ticks, release,
;then press a and b together
Note: Successive direction symbols are always expanded in a manner similar
to this example:
command = F, F
is expanded when MUGEN reads it, to become equivalent to:
command = F, >~F, >F
It is recommended that for most "motion" commads, eg. quarter-circle-fwd,
you start off with a "release direction". This makes the command easier
to do.
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I guess he meant a tutorial for animation.
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Animation in general would be too much to cover, but when it comes to character animation I don't think there's much to say to make a tutorial, it's one of those cases in which observation & practice are the only ways of learning because it doesn't depend of the software, any program that can use layers and present the images in sequence is good... of course, that's only if people don't want to limit themselves, to not become dependant of just the bases or frankensprites they can get.
I generally start with drawing blobs and simple rough doodles (or stick figures) to make animations, and then proceed to refine them over and over adding details and frames each time until I like them enough. That animation started like that, refined it to smooth it then started drawing the dress along with the effects she will have for each movement (puppet strings,slashes,etc).
It's good to practice trying "straight-ahead" animations off the top of your head and make them smooth to learn how motions work, always having in mind start & end lags + motion blur to help impact and fluidity, one just needs to be observant really. Might do a tutorial for effects at some point though, since they require more program involvement at times.
Actually, I recall posting a wall of text once at MMV regarding this (http://mugenguild.com/forum/Smileys/mfg/laugh.gif)
http://mugenmultiverse.forumotion.com/t11229-mugen-community-dying-and-what-we-can-do-to-change-that#132606
Also, this is important for slow paced movement:
(https://i.imgur.com/1SBObNs.gif)
Depth.
(https://i.imgur.com/Jp7JxD1.gif)
Wish I could do something with the foreground + character shadows, but oh well, mugen limitations
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Very good job! :thumbsup:
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(https://i.imgur.com/aBIdSZj.gif)
Just some testing for one of my character's super moves.
Explods can be placed randomly at any angle but still not sure how the helper should be handled to do the same at random angles too (with the red clsns I mean), I have a slight idea, but I've never tried it, having the strings chosen from a series of angles arranged since beginning may work too.
(https://i.imgur.com/PZGm3av.gif)
(https://i.imgur.com/jjTn9Bz.gif)(https://i.imgur.com/8moZCrL.gif)
-Trip Wires-
A series of strings are scattered across the stage for a certain amount of time that hurt the enemy if touched and produce a small stun, damage is very minimal (1HP), but restricts P2's movements & P1 can move during this. If the strings connect (or are hit by other projectiles) they become disabled for a few seconds, then they're able to hurt the enemy again, this repeats until the super move time limit ends. (Requires 2000 of power)
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No, clsn aren't affected by rotation. The best idea would be to make the helper to shoot an invisible projectile, using the helper rotation value as a guide for the x and y velocity.
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Animation in general would be too much to cover, but when it comes to character animation I don't think there's much to say to make a tutorial, it's one of those cases in which observation & practice are the only ways of learning because it doesn't depend of the software, any program that can use layers and present the images in sequence is good... of course, that's only if people don't want to limit themselves, to not become dependant of just the bases or frankensprites they can get.
I generally start with drawing blobs and simple rough doodles (or stick figures) to make animations, and then proceed to refine them over and over adding details and frames each time until I like them enough. That animation started like that, refined it to smooth it then started drawing the dress along with the effects she will have for each movement (puppet strings,slashes,etc).
It's good to practice trying "straight-ahead" animations off the top of your head and make them smooth to learn how motions work, always having in mind start & end lags + motion blur to help impact and fluidity, one just needs to be observant really. Might do a tutorial for effects at some point though, since they require more program involvement at times.
Actually, I recall posting a wall of text once at MMV regarding this (http://mugenguild.com/forum/Smileys/mfg/laugh.gif)
http://mugenmultiverse.forumotion.com/t11229-mugen-community-dying-and-what-we-can-do-to-change-that#132606
Also, this is important for slow paced movement:
(https://i.imgur.com/1SBObNs.gif)
Regarding this post ^ I suggest the videos of this guy too, for some guidance v
Anyway.
More Background stuff.
Truthfully just I wanted to make a video with this music and post it somewhere because I love this BGM.
Someone asked me if they could use the huge background animation I created to code their own stage, and I acceded, so there's a similar stage out there, but this is the real deal :P
I'm not done with it yet, it lacks several things, may draw some stone pillars & altars to complete, and make more animations.... but i'm kinda having a design block with this one.
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Amazing work
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Indeed as always!! :thumbsup:
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Sketch, not completely convinced yet, might go with a ruins vibe instead.
(https://i.imgur.com/xL872aw.png)
(https://i.imgur.com/9mXBSZI.png)
(https://i.imgur.com/BRzkq5y.gif)
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Very nice.
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Indeed its really good!! :thumbsup:
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More hi-res FX stuff (a projectile design), maybe a bit overdetailed, at times less is better for animation purposes (especially when the animation is supposed to be manual :P)
(https://i.imgur.com/N5YFdA1.png)
(https://i.imgur.com/cQL9c73.png)
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Its really good! :thumbsup:
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More hi-res FX stuff (a projectile design), maybe a bit overdetailed, at times less is better for animation purposes (especially when the animation is supposed to be manual :P)
Well, at first glance I thought that those circles around that "snow skull" projectile could be avoided, honestly. I mean, if you use Particle Illusion or similar, you can separate the circles, the skull and other elements (sparks, etc.) as individual parts then animate them all at once (example, circles expanding from the projectile, skull changing in size, other extra sparks going out of it at random velocity, etc....). It looses that hard sense of manuality but it's less stressing. :P
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I always animate in layers, whether using FX programs or manually made, I tend to combine both methods.
My problem with emitters is that you don't have the whole control over the animation, only some physics.
Could animate the ellipses, add a few particles and add a bit of distortion to the skull using them, but still have to make some manual animation (to more or less degree), so that it ends like I want.
That said, I don't know how much particle illusion improved since I stopped using it when I changed to Ae years ago ¯\_(ツ)_/¯
Here's a projectile rough I made before, the animation is manually made, just fancied a bit with filters.
(https://i.imgur.com/WwEzu2w.gif)
Just updating the arrow projectile, the char's animation was finished long ago.
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Its really good! :thumbsup:
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Still lacks lots of details (floor still is not finished either) but hope to finish it before the end of the year, generally juggle projects so they take more than should (also because I tend to do these stuff only during weekends :P), but will try to focus on this one, I've postponed it for too much time.
(https://i.imgur.com/xyS6sSC.png)
The sketch again for better visualization.
(https://i.imgur.com/YtfWGcT.gif)
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Nice concept!! :thumbsup:
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For that same BG. ^
(https://i.imgur.com/lnVp9EX.gif)
Animated a magic eye-energy thingy.
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Very nice work.
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Its really good!! :thumbsup:
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Haven't posted in this topic in a while, so here's a sprite.
(https://i.imgur.com/TsxrAsL.png)
(https://media.discordapp.net/attachments/276910897568546820/646888693159821312/ALICEM2.gif)
(https://i.imgur.com/34g91WZ.png)
(https://i.imgur.com/Y3EaOIQ.png)
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A couple of sketch ideas I gave to Verz afterwards for Dr. Octopus special attacks (& a bit of how they work), only ideas, doesn't necessarily will be included.
(https://i.imgur.com/3ONZinu.gif)(https://i.imgur.com/Z07Js7Z.gif)
(https://i.imgur.com/Al6zZnF.gif)
(https://i.imgur.com/Q0iqxXF.gif)
(https://i.imgur.com/r1qSPES.gif)
(https://i.imgur.com/cmpJmnE.gif)
& more background stuff.
(https://i.imgur.com/gt7qq0S.png)(https://i.imgur.com/1wOG2Ss.gif)(https://i.imgur.com/a6CIDgQ.gif)
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A couple of sketch ideas I gave to Verz afterwards for Dr. Octopus special attacks, only ideas, doesn't necessarily will be included.
(https://i.imgur.com/3ONZinu.gif)(https://i.imgur.com/42Mt6LN.gif)
(https://i.imgur.com/Al6zZnF.gif)
(https://i.imgur.com/Q0iqxXF.gif)
(https://i.imgur.com/r1qSPES.gif)
(https://i.imgur.com/cmpJmnE.gif)
& more background stuff.
(https://i.imgur.com/gt7qq0S.png)
(https://i.imgur.com/a6CIDgQ.gif)
Not done animating the No-face(s) yet.
Wow very nice sprites/ideas the ones you have there!
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Nice work on those animations. I'm going to go ahead a code a few of these inside Doc to see what they look like in game.
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A couple of sketch ideas I gave to Verz afterwards for Dr. Octopus special attacks (& a bit of how they work), only ideas, doesn't necessarily will be included.
(https://i.imgur.com/3ONZinu.gif)(https://i.imgur.com/42Mt6LN.gif)
(https://i.imgur.com/Al6zZnF.gif)
(https://i.imgur.com/Q0iqxXF.gif)
(https://i.imgur.com/r1qSPES.gif)
(https://i.imgur.com/cmpJmnE.gif)
& more background stuff.
(https://i.imgur.com/gt7qq0S.png)
(https://i.imgur.com/a6CIDgQ.gif)
Not done animating the No-face(s) yet, but here's a ghostly fire.
Great looking stuff!
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wow, those look awesome. your work is always inspiring. :cool
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Yeah, pretty solid work.
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This was how initially thought these tentacle motions to work btw, of course gameplay is entirely up to whoever codes it but still like to write this kind of stuff for myself too.
Drilling tentacle:
the practical choice, drills into the enemy if first hit connects, aerial version too, a chaineable special for basic combos, if blocked then the tentacle immediately goes back, slow recovery if dodged.
Tentacle slaps:
sort of like chun-li kicks when tapping the button repeatedly after initial command, length depending of the button tapped (more reach = more start-up), aerial version too (only hits twice if button is not pressed repeatedly)
Pinning tentacle:
a bit of mind-game here, first hit pins down the enemy if connects, works as overhead, from there you can choose to do 1 of 3 options:
first;
recover fast and go back to stance.
second;
pick up a chunk of floor and throw it, the chunk can hurt the enemy when it goes out, the boulder can destroy other projectiles if touches them and can't be destroyed, basically hits hard and goes through most projectiles but has slow start-up, can be used even if first hit doesn't connect.
third;
can only be used if first hit connected, dr. ock can repeat the motion to grab & pick up the enemy then toss it with the other tentacle (like with the floor chunk) causing big damage, it only works if enemy is still down & doesn't do a roll recover or stands up fast, if fails to connect dr. ock becomes very vulnerable because the arm gets stuck in the floor for like 1-1.5 seconds, risky with high reward move.
(https://i.imgur.com/dmvIqWY.gif)
(http://i.imgur.com/sbkS6Pl.gif)
Vampire Claw for Arc (only FX test):
(https://i.imgur.com/CX7qpxR.png?1)
(https://i.imgur.com/DnZ4EWG.png?1)
(https://i.imgur.com/6WQYLk8.gif)
For future reference, ignore, just need to start writing down these things because I forget about them.
R:174-213-245-255
G:26-40-80-255
B:154-189-219-255
M2
Dodge/hue/color-Blur(10%)
M1
Difference-N/A
Luminance-Negative
Normal-RGB(100,-100,-100)
Animated previews (big gifs ahead):
(https://i.imgur.com/CsTW9xc.gif)
(https://i.imgur.com/MQhcE4O.gif)
(https://cdn.discordapp.com/attachments/466142859335172107/562834820074569738/31530821_10213644718063752_24153130841145344_n.png)
(https://i.imgur.com/wpTeP6X.gif)
Still need to draw & animate different phantoms/ghosts for each shoji room, but so far I'm liking the reflection effect in them.
Second is a collaboration with GDM, we talked about collaborating several times in the past, though I couldn't because one reason or another but at long last here's one.
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IDK if i ever said it but i love your work. I been watching you for a long time. :thumbsup:
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amazing!!!! always refreshing to see your work :)
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Awesome work, as usual.
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Initial sketch of a finishing move.
Was drawing a moveset for this giant puppet, undecided about using this one because I've actually done more (is supposed to be a lvl 3 puppet helper), and isn't like I'll use all of them for the main character (depending of my final decision for gameplay).
(https://i.imgur.com/eda0oUX.gif)
it's this, although I haven't decided 100% for the final design.
(https://i.imgur.com/C7gSj1B.gif)
(https://cdn.discordapp.com/attachments/277120815026405386/633557195744739367/GoliatPunch2.gif)
(https://cdn.discordapp.com/attachments/277120815026405386/633469664151732236/Lets_Dance2GoliathB.gif)
(https://i.imgur.com/GHtIPDq.png)
A couple of keyframes for a special, first frame is an anticipation frame so is not as fast as it looks, chained to slam, trying ideas on how to incorporate the giant doll effectively, it is supposed to work as a puppet helper too but only for a limited amount of time (costs a full power bar).
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Very nice work!
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So Sweet sprites man!
My only concern is that the amount of sprites/animation involved affects the weight (MB) and speed of execution of the stages.
But what the hell, looks amazing! :Terry
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:O*D
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My only concern is that the amount of sprites/animation involved affects the weight (MB) and speed of execution of the stages.
The only big one is the Space Station, the Library is normal sized though they're for 1.1 32 bit mode, performance-wise shouldn't have any problem with either.
This is part of a cinematic move for my char, including the background (basically any stage will shift to this), what I want to do here is a zoom-out before she blasts the whole foreground to pieces with the beams, most is animated already(sun, clouds, particles,beams), and drew the elements separatedly too for the depth effect (crystal staircase, floor).
(https://i.imgur.com/W1htKNj.png)
(https://cdn.discordapp.com/attachments/276910897568546820/639552918454009866/Grimoire-Last-Word2b3.png)
Sorta like this, perspective-wise the camera is going to be lower, but that can be done though coding.
(https://i.imgur.com/TLJQvpF.gif)
(https://i.imgur.com/gWu4028.gif)
(https://i.imgur.com/YtjgD0u.png)
Blast needs tweaks.
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Wow!! Very cool, original Stage...!! :Terry
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:Terry
Library of the Seers
Collab with GDM.
(https://media.discordapp.net/attachments/276910897568546820/629205128821342208/windy6.gif)
(https://cdn.discordapp.com/attachments/276910897568546820/692847659031068752/process.png)
(https://i.imgur.com/f94vHfn.gif)
Another original, haven't detailed the upper part, nor finished detailing the floor.
Sol et Luna Space Station
(http://orig07.deviantart.net/e5ac/f/2017/174/a/4/spacewip15__by_murdertroyd-dbdtgg0.gif)
(https://cdn.discordapp.com/attachments/276910897568546820/627684083945701396/Sol_et_Luna_SpaceStation_2.png)
Made the planet with an Ae combo with Blender, though heavy coloring & detailing is done through shop, the problem will be figuring the coloring layers when programming since the planet is animated, so it has to be done separatedly.
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Nice, really nice, especially the blue variation (uh... night version)
I guess the particles are supposed to move around the stage, no?
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oh wow alice, your work always look so professionally done. loving it so far. keep up the good work
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Finished design, might change the dress at some point & go for something more simple, but later. (Dress was supposed to give the impression of a monster head & eye)
(https://i.imgur.com/R7XVo0g.png)
(https://i.imgur.com/du94f9o.png)
(https://i.imgur.com/EYyJ0wX.png)
(https://cdn.discordapp.com/attachments/767647140608081930/768506519091413053/AotE-Retheize_FINAL.png)
(https://cdn.discordapp.com/attachments/767647140608081930/769235156359184434/Character_profiles_Final.png)
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Forest Cabin
(https://cdn.discordapp.com/attachments/562980655320006696/711377071301066812/Training_grounds.png)
More collab with GDM.
(https://cdn.discordapp.com/attachments/276910897568546820/719261053950885938/RainyBird2a.png)
(https://cdn.discordapp.com/attachments/276910897568546820/720471609697107988/Rain4b.gif)(https://cdn.discordapp.com/attachments/276910897568546820/721612677054464000/stone2.gif)
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:O*D
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(https://cdn.discordapp.com/attachments/276910897568546820/725877996669501471/ForestCalm.png)
2 versions, calm & rainy (this is calm), Maybe draw a couple more rocks & reeds here.
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alice, amazing work as usual... keep up the good work :)
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good lord
i wonder how long it takes...
impressive stuff
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(https://i.imgur.com/Luuv0Qd.png)
(https://cdn.discordapp.com/attachments/781909187155853362/804885010825347132/Concept2a.gif)
(https://cdn.discordapp.com/attachments/276910897568546820/741330331923251250/go.gif)(https://cdn.discordapp.com/attachments/276910897568546820/741330336860078151/grab5Arya2m.gif)
(https://cdn.discordapp.com/attachments/276910897568546820/747568865315389600/SketchE.png)(https://cdn.discordapp.com/attachments/276910897568546820/747568868561518749/Pose5.png)
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Looks sick
Damn nice artwork
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:Terry :Terry :Terry :Terry
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intriguing
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Title screen, it's an initial design so it isn't programmed. Most likely will draw more of them and choose one to animate.
-Colors used are from the palette of one of my main characters.
-Ink, pen & font reference her job as a writer/novelist.
-Vines and roses reference the shape that her power usually manifests as.
-Backdrop of dark green hues reference the forest she lives in.
(https://cdn.discordapp.com/attachments/896922192854540338/922382278921977866/Arya.png)
Stage collab with GDM.
(https://i.imgur.com/oubZebH.png)(https://i.imgur.com/l6Vrmur.png)
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Another location of my world (original concept & graphics).
Belus:
(https://i.imgur.com/ChM0xKL.png)
(https://cdn.discordapp.com/attachments/716116404872675329/779234637418856478/neith2.png)
Eldritch rose.
(https://cdn.discordapp.com/attachments/767647140608081930/780872596022493234/Vines5.gif)
(https://cdn.discordapp.com/attachments/767647140608081930/780985082223657000/EldritchRose1.gif)
(https://cdn.discordapp.com/attachments/767647140608081930/780988628545437736/EldritchRose2.gif)
(https://i.imgur.com/xp9Ztgw.gif)
(https://i.imgur.com/kKBXQ7Z.gif)
Finished stage.
PhantomD version of Belus.
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:o :o Wow!!! toooo good!! nice job i loved it!! ^:)^ ^:)^
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Dude, good stuff =D>
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Honestly pretty great, but i do have the opinion to tone down a bit the bloom effect, or err... i just think it's too bright for me to see the colors of the characters, would be hard at times to tell the difference in a mirror match, you know?
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Yeah I know, the color thing is PhantomD's doing, it's a filter and doesn't come with the stage.
My initial version is the one available for download.
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Oh... sorry then mate, my mistake
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Understandable mistake :Terry
Lately I've had more free time so I've been taking commissions for Backgrounds, FX & single sprites.
I won't take char animations because it feels like I'd burnout pretty quickly making characters that aren't mine. Also, I don't truly follow character styles, other than a sort of own custom style, so if you want a character sprite, refer to previous posts to find more or less the style you will be getting.
Price depends of complexity and level of detail you want, estimated range goes from $50 USD to $500 USD max. Need to talk with me before I can truly set a price.
Have in mind that I'm talking about designing, detailing and animating the whole thing from scratch, NOT using any sort of ripped assets from any game or third party content. In other words, you can sell it if it is not meant for mugen. If someone wants a lower price then I can use ripped assets/bases, that probably would reduce price to half or even less, but maybe they shouldn't sell it.
The delivering time would be from 2 to 8 weeks, depending of the complexity.
-If it's $75-$250 USD, then first half to start and second half once it's finished. 2-4 weeks to deliver.
-If it's more than $250 USD, then payments would be of $100 USD per update. 4-8 weeks to deliver (if there aren't delays with payments)
-Less than $50 USD the whole payment is upfront. 2-4 weeks to deliver.
For BGS:
-You will get updates so you can tell me if you want to change something in time.
-If I can't start during the first 2 weeks after you give me the first payment or can't give you an advance of the job for whatever reason then you get a refund.
-This only includes the art, not code, but if someone wants I can extend the commission and code it as well.
-I won't publish the work unless you tell me if it's ok to do so.
(https://cdn.discordapp.com/attachments/767647140608081930/889202925296054282/Union3.png)
Commission BG for The Union Game (https://mugenguild.com/forum/topics/the-union-beatem-fighter-191271.0.html)
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Awesome!
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Effect commission for MotorRoach & Hotctime
(https://cdn.discordapp.com/attachments/781909187155853362/819128560136486952/mockupFINAL2.gif)
(https://cdn.discordapp.com/attachments/781909187155853362/821803504086941756/Blast3c.gif)
(https://cdn.discordapp.com/attachments/781909187155853362/821802027629281310/Blast3b.gif)
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BG WIP for upcoming beat 'em up game, Deadly Metropolis.
(https://cdn.discordapp.com/attachments/723035001628917771/862452536471978014/alley1i.png)
Characters by Din & Yota.
(https://cdn.discordapp.com/attachments/723035001628917771/861735741503045672/stance.gif)
For more info:
http://www.deadlymetropolis.com/
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Epic work, both the background and the sprites are looking smooth and awesome!
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thx thx
A couple portraits for my characters.
(https://cdn.discordapp.com/attachments/871550454839009280/871550568181690398/ports2d.png)
(https://cdn.discordapp.com/attachments/723035001628917771/871499569962299422/ports2c.png)
Also more collabo with GDM:
https://twitter.com/Arias67987030/status/1416889385572872198
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Time flies.
Update for Lotus Garden.
It's meant to become a proof of concept game, only a single character though.
Worked the roundstart animation design.
-Lifebars art by GDM.
-Chars art by me.
-Background art by me & GDM.
(https://cdn.discordapp.com/attachments/896922192854540338/923071303894859816/LIFEBAR-ATT4a.png)
(https://cdn.discordapp.com/attachments/896922192854540338/922359443457462312/ROUNDSTARTDESIGN.png)
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oh nice work
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Without fail, "The Puppet of Magus" delivers the most extraordinary creations. And his work with GDM is some of my favorite in all of mugen. Props to GDM/Anti for cool concepts and artwork. You are indeed an inspiration.