• 0
  • https://youtu.be/TFpPY6K7hD4 I’d play this for victory music

    0
  • 0
  • I hope it’s good with y’all if I just post a few songs

    0
  • Recommendations for game music:

    For the menu use Were Finally Lansing by Home

    Scott pilgrim music for the fights and uhhh

    Lemme work on getting more

    0
    • listen to FF7 music, it’s really good for fights, some of them anyway

      2020-05-24 06:08:11 UTC 1
    • I meant landing,not Lansing

      2020-05-24 06:35:13 UTC 0
  • :p

    2
    • What hides under the hat?

      A baldspot?

      2020-05-24 00:28:20 UTC 1
      • Replying to: Chloe.What hides under the hat? A baldspot?

        sadly yes

        2020-05-24 00:44:14 UTC 1
    • You know what I’d love? Is a damage movie clip where he’s hit in the face and his hat flies off but then when he recovers it floats back on lmao

      2020-05-24 05:58:33 UTC 0
  • it’s a little jittery for now
    should idle have more movement?

    2
    • It doesn’t matter how much, he can even be standing still

      2020-05-23 23:21:05 UTC 0
    • Definitely. Maybe even change the posing. Kinda looks like when you just open the fridge but don’t grab anything and you kinda just stand there stupidly lol. I think you should make it look like maybe he’s a bit more ready to fight

      2020-05-24 05:59:33 UTC 0
  • The main menu Is almost done
    I only need to add the textfields

    13
  • 1 main menu background fight completed
    11 more to go.

    1
  • Here’s Kaiju’s Idle and Intro animations.

    The idle isn’t anything special, and his Intro is Kaiju exiting the Temporal Plane. (The dimension of time that he protects.)

    Next up, I’ll be doing the mobility-based animations, being his run cycle, dashes, and jump.

    12
  • I might make this my range attack.

    4
  • update #4:
    -Transition to main menu is complete
    -half of the main menu is complete
    I need 22 user\’s characters for 11 more fights on the main menu\’s background. Send the movieclips to [email protected]

    0
  • 10
  • I was making my thing, and I realized something

    None of my movements are very arcade-y. They loop very well, but they are so, so slow. So, I\’m just gonna scrap the whole thing.

    4
    • simple solution, turn tweening off and double-frame certain points of the motion to get that choppy aesthetic

      2020-05-23 15:48:49 UTC 7
    • just like someone else

      2020-05-23 15:50:42 UTC 2
    • A couple of suggestions for that problem

      1. Try upping the fps to the maximum allowed, 20, and see how it looks if it isn’t there already.

      2. Take a look at the move’s purpose and function and trim frames accordingly. If its a jab for example it shouldn’t have too many start up, active, and recovery frames. Take a look at other fighting games to see how long these moves usually last, a great resource for researching fighting game sprites is The Fighters Generation.

      3. Do as Ralph suggested above.

      2020-05-23 16:55:45 UTC 1
      • Replying to: PermaA couple of suggestions for that problem 1. Try upping the

        also remember that function should usually come before looking good. A long start up for a jump may look pleasant, but jumps need to be responsive, and as such you usually shouldn’t have more than 1-3 start up frames unless jumping is supposed disincentivised for that character or game style.

        2020-05-23 17:05:26 UTC 0
        • Replying to: Permaalso remember that function should usually come before looki

          Yeah, I did all of these in my new moveset, and I was already using 20 fps

          I’m a pretty good animator, I just don’t animate often

          In this case, I just made mine before anyone else did so I didn’t have an idea as to how I should go about it

          2020-05-23 17:54:43 UTC 1
  • Load More