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Author Topic: Bout! - Formerly Circus  (Read 36162 times)

Offline lilsniffs3

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Re: Bout! - Formerly Circus
« Reply #45 on: December 31, 2008, 05:07:01 AM »
Quote from: dudewheresmymount on December 31, 2008, 04:08:17 AM
Is that custom? If its an edit, whats it edited from? Also, he needs movememnt animation (Running and walking)

It looks like Namco X Capcom, which has no walk/run poses.
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Offline Uberpwn_w00t

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Re: Bout! - Formerly Circus
« Reply #46 on: December 31, 2008, 06:53:34 AM »
Added combos, tweaked.
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Offline HobomasterXXX

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Re: Bout! - Formerly Circus
« Reply #47 on: January 01, 2009, 03:58:53 AM »

ust need Jump, a jump attack and block now.
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Offline Flamehawk27

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Re: Bout! - Formerly Circus
« Reply #48 on: January 01, 2009, 05:17:37 AM »
Sadly, even with the upgrade my computer refuses to play it. It's a pity, i really wanted to play it.
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Offline Bluhman

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Re: Bout! - Formerly Circus
« Reply #49 on: January 01, 2009, 07:34:27 AM »
I decided I'd take a bit of a closer peek at the mechanics of this game. Here's a few suggestions about it after a quick runthrough:

-The jump seems a bit twitchy to me; it's very hard to get the full height out of each jump, because once you take that finger off the up button, your character will stop in midair and begin to descend. Pressing the jump button should apply upward force to your character until your character begins to slow down, and not until he really begins to change direction in the jump.

-For some odd reason, if a character touches the edge of a platform, they will immediately teleport to the ground level.

-As you said, you can attack in the middle of an attack. You can also change direction in the middle of an attack, as well as be doing something else, and yet have the projectile of an attack appear.

-Pleasent is way too small a target. Only Prpl's melee attack hits him; his missile's arc is very hard to get the aim right, and the magic projectile heads right over him.

Oh, and is it alright if I post a few pointers on how my characters should be done in this game as far as move combos and stuff? I also might be able to supply some resources for new stages as well.

Bluhman's sheet needs a bit of updating, after I took a short look at it.
Chisoku's actions are in place though:



If possible, make his scarf a separate object that changes frame with level of wind or movement relative to it.

Idle - The four poses in low position near the upper left.
Walk - The poses that... Look like he's walking.
Run - The four poses the look like he's running. It should let him move quite fast. There should be poses around that sheet that look a bit like starting and stopping running.
Jump 1 - That knee-ing pose in the upper center. Or maybe the one a little below and to the right that just looks like he's moving up.
Jump 2 - This could be the knee-ing pose I mentioned above instead. I don't know actually.
Jump 3 - Somersaulting; should be in the curled ball seen in the 2nd row, turning in the direction of his jump.
Backwards Jump - Backflip; should be the pose of him lying horizontally, looking sort of curved.
A attack - Alternating jabs. Hold it down to keep doing the jabs.
D - Straight kick; should look like Chisoku's about to start running, but then quickly switches into a straight kick using the two kicking animations seen at the top of the sheet.
E - Booster knee; Chisoku charges forward on a single running frame (not animated; should sort of look like he's sliding across the floor), and at end of charge, will leap up into air with knee extended out.
Guard/Shield/Duck thing - I actually have an updated sheet of Chisoku that has a guarding animation. I'll upload it at some point.
Guard+Down - Dodge; this is in his sheet; it looks like Chisoku is leaning backwards. For the moment that this move is in play, Chisoku's hitbox will dissapear.
A+Down - Cryogun - Rapidfire gun that shoots blue laser beams. (The beams are actually out of the RTP Spear animations)
D+Down - Victory Punch - A very falcon punch-esque attack, only it's chargable. Press the key combo to start charging it, then press D again to release. Or, another move key can be pressed to stop charging. If the attack is fully charged, Chisoku will flash faintly, and it can instantly be released with another D+Down combo. There are also other ways it can be released...
Running D - Victory Punch Release - Normally, if there's no charge in the Victory Punch, this will just be a standard charging punch attack. However, any charge in the Victory Punch will be transferred to this move as well. (I'm not actually sure this will work, after looking at the control configuration. Shift+Direction+D would be quite hairy to control. I'm used to running actually simply being a double tap of the direction you want to run.)

I'm still thinking of other moves these guys could have; all of this so far is based off actions I'm seeing in their sprite sheets.

Oh, and as far as level features go, what should I include as resources?
« Last Edit: January 01, 2009, 08:31:05 PM by Bluhman »
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Offline X_marks_the_ed

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Re: Bout! - Formerly Circus
« Reply #50 on: January 01, 2009, 02:18:23 PM »
Quote from: Bluhman on January 01, 2009, 07:34:27 AM
Oh, and is it alright if I post a few pointers on how my characters should be done in this game as far as move combos and stuff? I also might be able to supply some resources for new stages as well.

Sure. Makes it easier for me.


EDIT: Because everyone else's are here,you might as well see my work on the CMan sheet:
« Last Edit: January 01, 2009, 02:26:01 PM by X_marks_the_ed »
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Offline WarxePB

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Re: Bout! - Formerly Circus
« Reply #51 on: January 01, 2009, 11:14:22 PM »
I've come to the realization that I can't sprite. You're free to use what's there (it's been updated, btw), but I don't think it's good enough to use in your game.
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Offline lilsniffs3

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Re: Bout! - Formerly Circus
« Reply #52 on: January 01, 2009, 11:22:00 PM »
Removed my crappy Final Smashy Thingy and added Jump, Dash, Jump Attack, Guard, Combo attack "Bloodstorm Pistol Shot" and a template for object creation.

And, can you make after images on the sword attacks. Poses and animation aren't really my forte.


EDIT: CMan looks pimp.
« Last Edit: January 02, 2009, 12:31:21 AM by lilsniffs3 »
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Offline boozer

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Re: Bout! - Formerly Circus
« Reply #53 on: January 02, 2009, 02:21:01 AM »
I think ill need to post mine soonish
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Offline Uberpwn_w00t

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Re: Bout! - Formerly Circus
« Reply #54 on: January 03, 2009, 11:02:40 PM »
I'm sending in a creation character, since I'm done with my main.

Spoon (from Spoon & Friends)*




*It's a webcomic I started and never finished. If anybody cares to know what happened:

I drew a whole first issue (3 pages long), then I found out my scanner didn't work, so I put the first issue in my backpack, and forgot about it. When I took it back out a few weeks later, it was pretty much destroyed. (My backpack tends to do that)
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Offline X_marks_the_ed

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Re: Bout! - Formerly Circus
« Reply #55 on: January 04, 2009, 02:16:21 PM »
Quote
*It's a webcomic I started and never finished. If anybody cares to know what happened:

Spoon was awesome. :D
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Offline Phayre

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Re: Bout! - Formerly Circus
« Reply #56 on: January 04, 2009, 10:24:17 PM »
Are we saving Phayre a spot?
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Offline Uberpwn_w00t

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Re: Bout! - Formerly Circus
« Reply #57 on: January 04, 2009, 11:48:54 PM »
Quote from: X_marks_the_ed on December 21, 2008, 06:17:00 PM
you won't actually be added to the roster until you can supply a spritesheet
You have to show him a spritesheet. It doesn't have to bee 100% complete, but you need something.
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Offline Fisherson

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Re: Bout! - Formerly Circus
« Reply #58 on: January 04, 2009, 11:56:24 PM »
Quote from: Felix-0 on December 30, 2008, 11:21:07 PM
If only I had a blank sprite sheet
I could probably "make" a felix-0..but thats an IF

You could try the sprite in my Galery. Just look for Charas Action figures, I think it's the right size.
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Offline coreystranick

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Re: Bout! - Formerly Circus
« Reply #59 on: January 06, 2009, 11:33:23 AM »
is there a specific sprite size?
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