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    Perma commented 6 years ago

    Replying to comment by: jomart catalino emmanuel de pota thirteenth son oshould i overhaul the mods?

    If I say yes will I get mod

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    Perma commented 6 years ago

    Replying to comment by: Chloe.Sidebar thing? Idk i miss him
    35215_0-6214890

    Truth is

    Jomsht assassinated him and took over the group

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  • Finished it. Added a couple of frames and fixed the jittering

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    Perma commented 6 years ago

    Replying to comment by: Chloe.maybe

    I mean

    I\’m also mod on the disc

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    Perma changed their profile picture 6 years ago

  • Walk cycle. It’s a bit jittery rn

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    Perma commented 6 years ago

    Replying to comment by: Chloe.I can do walking animations just fine. I just need help on h

    Player Movements don\’t have to connect smoothly into idles and most moves, as responsiveness is more important in most cases. Though making sure the torso doesn\’t move too far away from it\’s idle position could smoothen it a little.

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    Perma commented 6 years ago

    Replying to comment by: jomart catalino emmanuel de pota thirteenth son oso like, regarding storymode i thought about character openi

    When it comes to the fateful battles, do we have to fight other people\’s characters or if we have multiple done, we can fight our other character?

    Also what kind of style of cutscene we going for? Maybe would could do slideshow type stuff like SF4 so everyone will easily be able to participate.

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    Perma commented 6 years ago

    Replying to comment by: ReignraiderI’m getting Tekken vibes from this, so I expect a lucha-libr

    Roar

    DON\’T LIE TO ME I KILLED HIM WITH MY OWN HANDS!

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  • @ardasstuff-2 Progress on Billy. just gotta make the head and the staff.

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    Perma commented 6 years ago

    Replying to comment by: Chloe.@thisaccount I’ll let you choose. I’m sure a certain charact

    Heh I got the reference

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    Perma commented 6 years ago

    Replying to comment by: Arda@gyro i need shingo yabuki and Billy Kane please

    I could post some of the progress on Billy

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    Perma commented 6 years ago

    Replying to comment by: 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.

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    Perma commented 6 years ago

    Replying to comment by: guyI was making my thing, and I realized something None of my

    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.

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    Perma commented 6 years ago

    Replying to comment by: KB_SquaredCrazy idea, what if we made actual alternate skins for our f

    Would be a lot of work but it\’d be easier than making the anims the first time

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