12-24-2013, 11:55 AM
@Steel Beast 6Beets : Glad you resolved the issue! Also, thanks for pointing me out to SNK, I found a couple key fighters from Capcom VS SNK that serve great inspiration for some work I'll be needing to get done! :D
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We've been brainstorming a little bit of ReGaL stuff in IRC, so I posted a discussion and presentation thread on the subject of character graphics (battlers, event characters and faces, collectively.) It sounds complex but, really, it's designed to be as simple or as extravagant as needed on a per-character basis. Your enemies can be a single sprite like a typical RM enemy usually is, or you can full on make a ton of animated action frames if that is your desire. Freedom and flexibility are the aim, giving people important options.
Also, trying to keep up with my deadline goals;
5 Animated Battlers, Cycle 1 - Deadline January 15th, 2014
#1 - Ghost
#2 - Basilisk
#3 - Hellhound
#4 - Bateye
#5 - Hellrazer
5 Animated Battlers, Cycle 1 - Deadline January 31st, 2014
(List is secret ;D)
What this means is, before February arrives, I need to have 10 full sheets drawn out, but they're all supposed to be low color, low detail, complete enough to fulfill all their required combat actions. With that said, I'm only focusing on fluid motions in this cycle, as well as actually setting them up within the script of course.
Here is a sample of battler #2, the Basilisk, still in early development.
The Hellhound has actually taken much improvement since the last post, every action set has finally been drawn, I'm almost satisfied with each animation cell... almost. Visually, he's still as plain as the Basilisk up there, but I'm not supposed to be focusing on shading or detail this cycle anyway, thus it must wait.
Well, that's all for today, hope everybody has a great Christmas Eve!
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We've been brainstorming a little bit of ReGaL stuff in IRC, so I posted a discussion and presentation thread on the subject of character graphics (battlers, event characters and faces, collectively.) It sounds complex but, really, it's designed to be as simple or as extravagant as needed on a per-character basis. Your enemies can be a single sprite like a typical RM enemy usually is, or you can full on make a ton of animated action frames if that is your desire. Freedom and flexibility are the aim, giving people important options.
Also, trying to keep up with my deadline goals;
5 Animated Battlers, Cycle 1 - Deadline January 15th, 2014
#1 - Ghost
#2 - Basilisk
#3 - Hellhound
#4 - Bateye
#5 - Hellrazer
5 Animated Battlers, Cycle 1 - Deadline January 31st, 2014
(List is secret ;D)
What this means is, before February arrives, I need to have 10 full sheets drawn out, but they're all supposed to be low color, low detail, complete enough to fulfill all their required combat actions. With that said, I'm only focusing on fluid motions in this cycle, as well as actually setting them up within the script of course.
Here is a sample of battler #2, the Basilisk, still in early development.
The Hellhound has actually taken much improvement since the last post, every action set has finally been drawn, I'm almost satisfied with each animation cell... almost. Visually, he's still as plain as the Basilisk up there, but I'm not supposed to be focusing on shading or detail this cycle anyway, thus it must wait.
Well, that's all for today, hope everybody has a great Christmas Eve!