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general category => general game discussion => Topic started by: FinnishFlame on December 13, 2015, 10:06:14 PM

Title: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 13, 2015, 10:06:14 PM
I just created this so I wouldn't unintentionally mess up any other threads. So to start it off:
[attach=1]
I remember someone saying that Ronald's slide could just be him tripping and falling, so how would he be able to do so if he's crouching?
Plus, do the sprites at the bottom capture the crazy, murderous intent of a Serious Ronald? Or would it be more ethical to set the sprite as the exact same as usual, but with red eyes? To be honest, there's simply nothing one can do to make Ronald look creepier than he already is.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 13, 2015, 11:23:31 PM
I remember someone saying that Ronald's slide could just be him tripping and falling, so how would he be able to do so if he's crouching?

I honestly didn't think about it that much, didn't even consider his slide while crouching (Which is a pretty stupid thing to do lol).

Then again, the last two could be used I guess.

Quote
Plus, do the sprites at the bottom capture the crazy, murderous intent of a Serious Ronald? Or would it be more ethical to set the sprite as the exact same as usual, but with red eyes? To be honest, there's simply nothing one can do to make Ronald look creepier than he already is.

It's honestly going to be hard to make him look "creepy", with his sprites he just looks happy, his facial expressions would need to be changed a bit for that happy smile to her creepier.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 14, 2015, 06:07:59 PM
You're right, Ronald gets really sinister once you change his face and position. He actually looks a bit like Insane Albus.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 14, 2015, 08:27:34 PM
That smile says "I'm not going to kill you, I'm just going to make you really really fat".

lol.

Anyway, I don't really have any particular ideas for Ronald's moveset (Besides that healing which poisons him afterwards, lol), but he may need something to go through shields, Fry Kids do that now, but that's a temporary buff because of his small moveset, though the C hamburguer can be used to hit Medusa, a proper zoning tool as well, maybe one which does more damage than the hamburguer.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 15, 2015, 02:15:02 PM
Proposal for a subweapon:

Ronald throws a Large Fries at someone. On the initial hit, it does decent damage. Then, when it hits the floor, all the French fries spill everywhere, doing minimal damage to everyone who can't dodge them ( like dullahan's death sequence )
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 15, 2015, 03:15:49 PM
What about shot upgrades? Increased damage or be able to use it more often?

The fries being on the ground would help him to destroy the dogs/wolfs that Great Werewolf and Dracula summon, on VS it could serve as a way for him to have control on the ground, mostly for small stages though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 15, 2015, 04:57:15 PM
I would assume shot upgrades would either increase the number of fries, or do more damage per hit, because technically using less mp per hit wouldn't do much ( the player would have mp upgrades )
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 15, 2015, 06:07:48 PM
Shot upgrades don't decrease the ammount of MP a subweapon wastes though, at least none do so, as far as I know, but they could be a pretty big help, if for example the subweapon wastes 100 MP, and each shot upgrade makes he sub weapon waste 10 less MP, then with quadruple shot it'd be wasting 70MP, doesn't look like much, but it's a big deal, specialy on harder modes where you get less MP upgrades, even more so on Survival mode.

So I guess the upgrade would be buffing it's single use instead of making him be able to use it multiple times, both sound good, but, more fries would be better on VS, more damage would be better against bosses, that's up for you to decide I guess.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 15, 2015, 06:15:56 PM
I would imagine that moving more fries around would cause the game to run slowly ( or at least on the computer I use ) or make Bullet Hell, so I would probably just increase the damage. Another issue would be that the more fries that are spread around, the less likely they would be to hit a specific target.

So I guess more damage would be better.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 15, 2015, 06:33:14 PM
I don't think it would really make the game run slowy, an item crash like Hydro Storm doesn't do that, at the very most it makes the HP and MP bars disapear while it's in use in Abandoned Village (Think there's a solution for that though), and there was a time Ronald could throw the ammount of shot upgrades for each Fry Kid, in other words, with quadruple shot, he could throw 12 Fry kids, 3 of each element, and the game worked fine.

Anyway, the fries could fall in specific places, with more shot upgrades only spreading more, that would make it less random, but again, it'd be more useful on VS.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 15, 2015, 07:19:32 PM
So on arcade and survival, it should increase the number of fries, whereas in versus, it just increases the damage. Or is that not how it works?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 15, 2015, 08:21:31 PM
I was just saying how having more fries would be usable against bosses, damage increase would still be better though, since not enough bosses are large enough to receive hits from moves which spread around (Specialy if the fries are on the ground).

VS uses double shot by default (Exception goes to Holy Water A, dunno if there's anything else), you can't get more than that, so in VS it'd get the damage increase or more fries, depends on which one is chosen, of course, it could also be coded to not have any upgrades.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 15, 2015, 08:35:19 PM
Let's just go with the damage increase; Arcade mode seems to be in a bigger priority.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 15, 2015, 09:02:57 PM
That sounds good.

I don't think he should receive other sub weapons though, the other moves he needs should be special moves.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Medlin on December 16, 2015, 03:15:28 AM
How about Ronald through a guy who eats hamburgers and gets bigger like a balloon until blow into pieces after few seconds doing damage to enemies near him?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 16, 2015, 04:33:10 AM
I was watching a playthrough of the game his sprites are from, and there are sprites of the other McDonald's crew (Grimace, Hamburglar, etc.)

I'm not sure what they would do, but perhaps he could use them as assists? I don't know if that's a good idea or not.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 16, 2015, 04:39:24 AM
I...have no idea. Depending on what they do in the game, they could possibly come together for a kind of Dual Crash (or...quadruple crash...or something.) It could be an interesting item crash.

Edit: I can't seen to find any sprites for anyone else other than Ronald, that could cause some problems.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on December 16, 2015, 10:11:59 AM
the biggest problem with the fry spill is that for each fry to be able to move, hit and interact with the floor they'd have to be a helper object. there is a global limit of 56, and the more of them on screen the worse mugen performs, unless it was just a little bit like 4-5 or so.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 16, 2015, 02:05:11 PM
We could probably just allow 4 or 5.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 16, 2015, 02:17:44 PM

Edit: I can't seen to find any sprites for anyone else other than Ronald, that could cause some problems.

If anyone thinks it's worthwhile, I'll rip the sprites myself. From the playthrough I was skimming, it doesn't seem like they do much though.

the biggest problem with the fry spill is that for each fry to be able to move, hit and interact with the floor they'd have to be a helper object. there is a global limit of 56, and the more of them on screen the worse mugen performs, unless it was just a little bit like 4-5 or so.

Seems like that would be fine. They could always be like "stacks" (for lack of a better word) that bounce around instead of just individual fries.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on December 16, 2015, 02:27:34 PM
If anyone thinks it's worthwhile, I'll rip the sprites myself. From the playthrough I was skimming, it doesn't seem like they do much though.
Don't see why not. Even if they don't seem to do much, we might be able to come up with something for them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 16, 2015, 03:21:19 PM
From the playthrough I was skimming, it doesn't seem like they do much though.

Can you post the video? Seeing their attacks would make it easier to adapt them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 16, 2015, 04:31:20 PM
Can you post the video? Seeing their attacks would make it easier to adapt them.

It's about an hour long, and I haven't watched the whole thing.

https://www.youtube.com/watch?v=E2YZeyMt9dY

From what I've seen, it looks like they just show up for dialogue and don't have attacks or anything. We would need to get creative.

Another thing I noticed about this video is that Ronald has a sprite from behind that I haven't seen on any of the rips online. Having never beaten CV Fighter with Ronald, does anyone know if Serio already has this to use as a cliff sprite? If not I can grab this as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 16, 2015, 05:07:14 PM
Another thing I noticed about this video is that Ronald has a sprite from behind that I haven't seen on any of the rips online. Having never beaten CV Fighter with Ronald, does anyone know if Serio already has this to use as a cliff sprite? If not I can grab this as well.

You mean the one at 11:42? That's not a sprite, but one could be made for the cliff scene, he uses his standing sprite when looking at the castle crumbling.

Anyway, that yellow flying thing at 18:08, it could fly around and drop something at the opponent.

He could also have a special move which is a larger and more damaging version of his normal.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 16, 2015, 06:21:52 PM
You mean the one at 11:42? That's not a sprite, but one could be made for the cliff scene, he uses his standing sprite when looking at the castle crumbling.

Yes, and there's another one during the ending at 52:13. Honestly I don't know if they would mesh well with his in game sprites, but they could at least be used as reference I guess.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 16, 2015, 06:43:56 PM
Perhaps we could do something like Shanoa's Glyph Sword. This option would be a qcf but it doesn't really match Ronald's style of fighting.

Also another Serious Ronald move. Apparently I really like guns. Lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 16, 2015, 07:45:40 PM
Perhaps we could do something like Shanoa's Glyph Sword. This option would be a qcf but it doesn't really match Ronald's style of fighting.

I think it'd be better if it was smaller, an arm's length at most, it could also be backdash cancelable, since none of the anti air sword attacks can be backdash cancelled, also be fast.

Maybe it could have a recently burned ground beef on it to do fire damage.

Quote
Also another Serious Ronald move. Apparently I really like guns. Lol.

But wasn't Dario supposed to have handguns? Or was that removed? (I can see why since he'll have some zoning and keep away moves).

Edit: Also, I think a "Serious" Ronald shouldn't use guns, kitchen tools would be more fitting, like knifes or forks, or other things like a pan with frying oil, would be more fitting.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 16, 2015, 11:50:00 PM
Arm's length spatula. I don't know if I sprited the spatula's rotation right though. Should the burnt ground beef come in as an addition to the attack ( like as a shot upgrade? )
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 17, 2015, 12:16:15 AM
His arm movement needs more frames, and his body could move a bit more is he's putting strength into the attack.

Shot upgrades are only really added to sub weapons, though Stella's up,qcf attack is the sole exception, and is affected by shot upgrades (That's more because she lacks any other sub weapons though), the burned beef could be an alternate version of the move, maybe do more damage while not being backdash cancelable.

Maybe Ronald could have a special attack with one of the foods which does dark element damage, would be better to be a grounded move though, his hamburguer is already his best anti air, and the spatula could become another, the hamburguer might need some nerfs in damage to make the spatula more useful.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on December 17, 2015, 07:47:43 AM
if the spatula move is quick, the amount of frames is fine. it'll just need "speed lines"/"motion blur" type stuff for the middle frame.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 17, 2015, 12:48:58 PM
Fortunately, that McDonald's game is pretty short. I beat it last night, and I'm pretty sure I got everything.

Unfortunately, there isn't really a lot to go on. I still have to put together the sheet of Hamburglar, but he doesn't have much either.

I can't understand why Birdie has the balloons. Shouldn't she be able to fly with her wings? And if she needs the balloons, why does she flap her wings when she's flying? Anyway, the balloons would be easy enough to edit out if we wanted to.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 17, 2015, 01:33:20 PM
I can't understand why Birdie has the balloons. Shouldn't she be able to fly with her wings? And if she needs the balloons, why does she flap her wings when she's flying? Anyway, the balloons would be easy enough to edit out if we wanted to.

Eating too much McDonalds made her too fat to be able to fly normaly, so she needs the balloons' help.

lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 17, 2015, 05:25:57 PM
Will this suffice?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 17, 2015, 05:32:25 PM
Is the spatula attack really going to stop in front of him? The other attacks like this usualy go down until they reach the ground (Not saying Ronald's should be the same as those, just wondering).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 17, 2015, 05:56:24 PM
Sorry about that.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 18, 2015, 05:02:06 AM
OK, not much more to show, but here is Hamburglar.

Also, the back view sprites of Ronald. They're completely the wrong scale, but I imagine they can be good reference if anyone wants to try making a good one.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 19, 2015, 05:38:46 AM
Perhaps Birdie could fly over enemies, dropping more hamburgers? It would be a big help against larger bosses, although the hamburger motif would be a bit repetitive.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 19, 2015, 12:08:13 PM
Perhaps Birdie could fly over enemies, dropping more hamburgers? It would be a big help against larger bosses, although the hamburger motif would be a bit repetitive.

That sounds like Hammer's item crash now that I think about it, maybe it could be Ronald's own item crash?

Anyway, we can always pick something else from their menu:

http://www.mcdonalds.com/us/en/food/full_menu/full_menu_explorer.html
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 19, 2015, 03:13:21 PM
According to the McDonald's wiki (which I'm somewhat surprised is something that exists), Birdie - aka The Early Bird - was created to advertise their breakfast menu. Maybe she could drop Egg McMuffins or some other breakfast sandwich.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 19, 2015, 04:07:13 PM
According to the McDonald's wiki (which I'm somewhat surprised is something that exists), Birdie - aka The Early Bird - was created to advertise their breakfast menu. Maybe she could drop Egg McMuffins or some other breakfast sandwich.

Well, that's interesting, maybe the same could be done with the other McDonald's characters (Could at least help to define what they could do).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 19, 2015, 05:42:43 PM
Grimace started out as a "villain" character who tried to steal milkshakes all the time (and he had an extra pair of arms for some reason). Later when the characters were retooled, he became Ronald's dimwitted friend who... didn't really do anything.

Hamburglar steals burgers, of course. Not sure how to incorporate that into this - maybe he could grab projectiles out of the air?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 19, 2015, 05:45:36 PM
Perhaps he could be like Soma's cagnazzo, but in the sense that he defends instead of attacks. Like a certain space is defined, and he can automatically move throughout that space.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 19, 2015, 05:53:20 PM
Grimace started out as a "villain" character who tried to steal milkshakes all the time (and he had an extra pair of arms for some reason). Later when the characters were retooled, he became Ronald's dimwitted friend who... didn't really do anything.

For a milkshake, the best I can think of it throwing it and it stays on the ground for a bit doing damage, but FinnishFlame already suggested a sub weapon to work like that.

Quote
Hamburglar steals burgers, of course. Not sure how to incorporate that into this - maybe he could grab projectiles out of the air?

What do you mean? Make him a pure projectile destroyer?

Perhaps he could be like Soma's cagnazzo, but in the sense that he defends instead of attacks. Like a certain space is defined, and he can automatically move throughout that space.

You mean like when you make a battle type innocent devil block in Curse of Darkness?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 19, 2015, 05:59:06 PM
I was intending the fries to be more like a ground-based Ignis, but if a milkshake works like a holy water or Jonenathan's curry, it may work. In fact, i actually suggested that already. But the problem here would be whether to increase the number of subweapons. As previously mentioned, we'd already have enough unless the Fry Kids are put into one slot.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 19, 2015, 06:13:32 PM
I was intending the fries to be more like a ground-based Ignis, but if a milkshake works like a holy water or Jonenathan's curry, it may work. In fact, i actually suggested that already. But the problem here would be whether to increase the number of subweapons. As previously mentioned, we'd already have enough unless the Fry Kids are put into one slot.

The milkshake, the idea I have was for Grimace to throw it, and it could track the enemy's position while before he throws it, so it wouldn't exactly work like Holy Water/Curry, problem is that it could end up working like the fries, but I guess the tracking and it being a special move could be different enough.

Fry Kids can all share the same slot, up+A to use one, C to use another, up+C to use the last one, could get a bit messy when doing a ceiling cling, but it wouldn't really be a problem.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 21, 2015, 05:37:33 PM
Random Question:

I know I wrote this on my other thread, but I decided I'd post it here.

So I still haven't been able to complete Dario's RUNNING sprites after all this time; does anyone want to pick up work on them or enlighten me as to specifically what is wrong with them?

Here's the GIF, courtesy of Slogra:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Medlin on January 07, 2016, 10:11:42 PM
I can suggest you a character, but not sure if you'll will be able to handle this.
There is a Castlevania clone for NEC PC-98 called Rusty. The character is a whip user but with magic abilities, not common for CV whip users. So the challenge - make Rusty Sprinkle sprite for this game. The problems are that I never see sprite rip offs from this game and that her move set is pretty poor and need some additional work (though she can run there at least). Also, the quality of the original sprite most likely need some improvement.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 07, 2016, 10:54:23 PM
I can suggest you a character, but not sure if you'll will be able to handle this.
There is a Castlevania clone for NEC PC-98 called Rusty. The character is a whip user but with magic abilities, not common for CV whip users. So the challenge - make Rusty Sprinkle sprite for this game. The problems are that I never see sprite rip offs from this game and that her move set is pretty poor and need some additional work (though she can run there at least). Also, the quality of the original sprite most likely need some improvement.

I found a video of the game:


She definitely would need a different sprite sheet, not only she's too big for CVF, her sprites movement also look awful.

My thoughts about her by this playthrough:

It looks like she can whip upwards, but maybe not downwards? (Maybe the player didn't use it) That's cool, not really something a lot of characters have, and yes, CV4 Simon has it, which is a similarity they'd have, but it looks like she doesn't have an axe, so that'd be her main/only anti air.

She has a familiar which looks like Marias', (those familiars honestly suck, lol), but it looks like her's attacks only when she attacks? That's honestly cool, it gives her a control over it.

She has a move which she makes energy orbs around her then they spread, it's kind of like SotN Richter's axe item crash, only she doesn't go in the air, so it'd be better against grounded bosses than against flying bosses.

Looks like she has an invincible move, could work as a b,d,f move (Or maybe have no charge at all, since she activates it automaticaly).

She has a stop watch, which unlike CV games, it only slows down time, which is exactly how stop watches work in this game, lol.

Overall, she'd be a decent addition from what I've seen, I don't know if she has anything else, but from what I've seen, the only thing from a generic whip user she has is the whip, which while it'll give her similar strategies in some matchups, overall it wouldn't be identical because she lacks daggers, axe, holy water (From what I've seen at least) and whip spin (Though maybe that could be added since there are generic whip users who never had whip spin in the games).

And that final boss totaly isn't Dracula, totaly.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on January 07, 2016, 11:26:40 PM
I made a partial attempt at ripping Rusty's sprites a while back. I you guys would like I could clean up my sheet and post it for reference.

Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 07, 2016, 11:37:52 PM
I made a partial attempt at ripping Rusty's sprites a while back. I you guys would like I could clean up my sheet and post it for reference.

Posting it would be good, that would help if anyone makes sprites for her.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on January 08, 2016, 04:02:08 AM
Here's what I had from before, didn't remember it being this incomplete but its a start:

(http://i.imgur.com/uKqgpMv.png)

NOTES:

- EDIT: Completed ripping the walking, running, and death animations. (PC-98 emulators are a pain to rip art from (I still haven't even been able to find the screenshot command for either of the ones I have. Been using PrntScreen to get this art :P)

- For some strange reason Rusty renders all its sprites/backgrounds with the pixels scaled 200% vertically. That why all her sprites look stretched out: its just how they look in game.

- Her sprites are roughly 200% larger than CV Fighter's scale. Not that it matters much since, as Lukmendes said, her sprites are animated rather crudely (Marvel at the lovely alignment of her whip :P)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 08, 2016, 04:25:36 AM
Does she have a jump downwards whip attack? Also from what I've seen on the video she has a running animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on January 08, 2016, 04:42:41 AM
Does she have a jump downwards whip attack? Also from what I've seen on the video she has a running animation.

Nope, only forward and directly upward (no diagonal upward either and upward can only be done on the ground).

Updated my sheet with running, walking, and death. Going to have to play a bit to get to the sub-items. (I got the "fire" sub-item, which oddly makes 8 of those blue orbs on the sheet coming spinning out of her similar to the Drac X Axe item crash.)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 08, 2016, 11:53:06 AM
Nope, only forward and directly upward (no diagonal upward either and upward can only be done on the ground).

I think she'd at least need a jumping upward one to help against some bosses and on VS (Having them diagonaly would be good too, but I'd understand why they wouldn't be added).

Also, one of her portraits would need to be used as a placeholder, I doubt Jorge has any portraits of her, and ahanblazer takes a while to show up here.

Then again, I'm thinking far too ahead, is anyone even going to make her sprites?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 08, 2016, 01:54:05 PM
I probably could, although it would most likely take a while.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 08, 2016, 02:30:43 PM
I probably could, although it would most likely take a while.

With you making Ronald's sprites as well, it's understandable, lol.

She looks like a tall character, so her height could be more or less around Shanoa's or Sonia's.

Oh, and I noticed that the sprite sheet doesn't have her "victory pose", the one she does when you beat a stage.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 08, 2016, 04:45:00 PM
Speaking of Ronald's sprites, could his item crash be something like Shanoa's Grando crash? He already has the sparkles as his normal.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 08, 2016, 06:23:25 PM
But what pose would he make to make a Grando-like item crash? Best I can imagine is him throwing the sparkle upwards, but a pose like that, the item crash would need to keep going up (At least that's what I think).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Miguel on January 08, 2016, 06:56:25 PM
Here's what I had from before, didn't remember it being this incomplete but its a start:

(http://i.imgur.com/uKqgpMv.png)

NOTES:

- EDIT: Completed ripping the walking, running, and death animations. (PC-98 emulators are a pain to rip art from (I still haven't even been able to find the screenshot command for either of the ones I have. Been using PrntScreen to get this art :P)

- For some strange reason Rusty renders all its sprites/backgrounds with the pixels scaled 200% vertically. That why all her sprites look stretched out: its just how they look in game.

- Her sprites are roughly 200% larger than CV Fighter's scale. Not that it matters much since, as Lukmendes said, her sprites are animated rather crudely (Marvel at the lovely alignment of her whip :P)

The Running Jump animation is missing (just run until she gains speed and press the jump button :X )
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 08, 2016, 10:52:02 PM
But what pose would he make to make a Grando-like item crash? Best I can imagine is him throwing the sparkle upwards, but a pose like that, the item crash would need to keep going up (At least that's what I think).

What exactly do you mean here? Like a sparkle going upwards, and then raining sparkles, or something else..?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 08, 2016, 10:55:17 PM
What exactly do you mean here? Like a sparkle going upwards, and then raining sparkles, or something else..?

Him throwing the sparkles upwards, but a big one, and it disapears like the regular one, but making it instead "rain sparkles" would be better as it's ender to be useful on the ground too.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 09, 2016, 02:04:52 AM
I resized Rusty's spritesheet; It looks slightly better than the 200% one in the sense that it's the same size as Jonathan (at least), although it's not anywhere near done yet:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 09, 2016, 02:41:36 AM
She looks flat, and the resized image makes the whip look weird when it's not stretched out.

I guess she'd need to look thinner to not stand out when near other characters (Kind of like RoB Maria's big head looks weird when compared to everyone else's, but in Rusty's case, she looks larger than any other human character).

I don't think the bird familiar would need to be resized that much, the original size is actualy smaller than Marias' owl familiar, so it wouldn't look weird when it comes to the size.

Also, the resizing makes it look like her right ankle is partialy cut on the 4th frame of the upwards whip attack.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 09, 2016, 02:43:39 AM
I'll probably fix it and increase the quality sometime soon, I'm aware that she's flat as of the moment.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on January 09, 2016, 03:19:09 AM
Alright, updated her sprites with her missing run jump, sub-items, and part of her victory pose (Missing frames, uncleaned).

(http://i.imgur.com/Onn0Yip.png)

NOTES:

- I'm probably going to have to find a more efficient way of ripping PC-98 sprites before I'll be able to rip her victory animation proper (It plays out very fast and the first 2 boss battles take place on a background that is loaded with colored shared by Rusty herself, hence why I didn't go through the pain of cleaning them up just yet).

- From what I've read she only has 4 sub-items. The clock is identical in concept to the CV Fighter Stop Watch, the Wings summon the bird familiar, the fire summons 8 large blue orbs that spin outward from player. The star gives her temporary invincibility, as was as making her produce a stream of tracers using the colors next to it. This invincibility effect doesn't harm enemies.

- She has a rope climbing and stair climbing animation I didn't bother ripping, seeing as I didn't think they'd be needed for this game.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 09, 2016, 03:24:04 AM
That's great, at least now I won't have to redo the last one, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 09, 2016, 03:49:17 AM
- From what I've read she only has 4 sub-items. The clock is identical in concept to the CV Fighter Stop Watch, the Wings summon the bird familiar, the fire summons 8 large blue orbs that spin outward from player. The star gives her temporary invincibility, as was as making her produce a stream of tracers using the colors next to it. This invincibility effect doesn't harm enemies.

Well, if that's all she has then she'd be lacking in moveset, invincibility could be a special move, bird familiar, either another special move or her Y button, stopwatch would be a sub weapon (And possibly her only one), and the blue orbs could be her item crash, so she'd end up lacking either 3 specials, or 2 specials and the Y button.

I suppose she could have a generic belmont f,f attack, but instead of doing physical+fire damage, it could do only magical damage, she's going to need to do magic damage to be able to fight Great Armor, she could also have another move with the blue orbs, kind of like Hugh received his f,f attack based on his item crash.

Quote
- She has a rope climbing and stair climbing animation I didn't bother ripping, seeing as I didn't think they'd be needed for this game.

She also can swing with her whip, like CV4 Simon and John can do it, I suppose that could be adapted by making her grab on the ceiling with her whip, I think the same is planned for John.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Mr Esturk on January 09, 2016, 03:52:26 AM
That's great, at least now I won't have to redo the last one, lol.

Well thankfully aside from the missing victory sprites/unneeded stuff that should be the entire spritesheet. And none of the sprites from my older sheet were changed, so any edits you made still good to go.

EDIT:

She also can swing with her whip, like CV4 Simon and John can do it, I suppose that could be adapted by making her grab on the ceiling with her whip, I think the same is planned for John.

Oh yeah, forgot about that. I'll see about getting those frames.


Post Merge: January 09, 2016, 07:26:03 AM
OK, not much more to show, but here is Hamburglar.

Also, the back view sprites of Ronald. They're completely the wrong scale, but I imagine they can be good reference if anyone wants to try making a good one.

Just in case it was missed I made a scaled down version of Ronald's back view sprite:

(http://i.imgur.com/u8Ee1Bm.png)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 09, 2016, 10:29:58 PM
I'm not sure if anyone needs this, but here's Serious Ronald's profile picture.

Post Merge: January 09, 2016, 10:33:02 PM
And here's Rusty, edited again. Personally I don't think of this sheet as flat (I recolored some parts of it) but it could still be a bit iffy.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 10, 2016, 12:06:43 AM
That portrait is just perfect, lol.

Rusty, I can't really point out exactly, but it seems she's still flat when facing forward, but that doesn't seem the case when she's facing the camera, maybe that's just me though.

Now that I think of it, if she's not given a whip spin, she'll need another move to destroy projectiles, maybe she could have something with her blue orbs.

So are you going to make another sprite sheet for her? Her body is big, so her current sprite sheet stands out (And again, it's not well animated lol).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 10, 2016, 12:35:10 AM
I could probably just repolish the sprites to make them look more legitimate, but that's more or less the extent of my ability.

I'll just probably make them look more Castlevania-like in nature. Should the whip be shorter? I could also slightly modify the way some sprites are drawn, as there are some aspects of them that don't fit castlevania. For instance, the bright-green kneecaps.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 10, 2016, 01:06:33 AM
I'll just probably make them look more Castlevania-like in nature. Should the whip be shorter?

Don't think it needs, the whip is more or less the same size as the vampire killer, ionl, if it was too long she could just be slower than the other whip normals anyway (Kind of like it's done with Duke Nukem).

Quote
I could also slightly modify the way some sprites are drawn, as there are some aspects of them that don't fit castlevania. For instance, the bright-green kneecaps.

I didn't even notice that until you mentioned, lol.

Also, one thing to keep in mind, her main costume would likely be the palette from the cutscenes, where they're brown instead of blue, and her hair is darker, the same thing was done with Shanoa, her hair is brown in OoE, and it's black on her portraits, and here her hair is black instead of brown, same was done with Albus' costume collors and the same would probably be done with Rusty.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Donoffrio on January 10, 2016, 02:45:04 AM
imo I think she should be redrawn rather than resized, since as it is she just doesn't mix with SOTN styled sprites at all. Her palletes would need to be changed as well to blend in with the dark Cv styled backgrounds.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 10, 2016, 03:05:57 AM
Most likely, redrawing a sprite sheet would take a medium-ranged amount of time, with school and all, but I guess I could get it done. First I'd probably have to provide a 'sample' art for it though...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 10, 2016, 03:28:12 AM
Well, characters are only added once per beta, and it can take a while until Serio makes the next one, so I guess you have time.

By the way, have we decided on an item crash for Ronald? Suggestions so far are that bird doing one similar to Hammer's, another with that bird where it attacks like Werewolf's, and a giant magic sparkle working like Shanoa's Grando item crash.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 10, 2016, 03:32:27 AM
I guess we'd just have to weigh the conditions against each other: where each would be more effective against what bosses.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 10, 2016, 03:44:55 AM
I guess we'd just have to weigh the conditions against each other: where each would be more effective against what bosses.

Well, Grando one would have a lot of I-frames, while the other two would be a bit more situational, but would be one of the few item crashes where you can move around while it's still active, the Hammer clone one is just that, a clone of Hammer's item crash, and Hector might get a clone of that one too, the Werewolf one would probably be the most situational one, but it'd the most unique one.

I guess overall uses would go something like: Hammer's (Specialy if the activation is faster) > Grando >> Werewolf, the werewolf goes last because it's be similar to Hammer's, better against big enemies, worst against smaller ones, but Hammer's would have more consistent hits against smaller enemies too... Grando's would be good against everything, but it wouldn't really have a big advantage against anyone except Brauner.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 10, 2016, 03:51:01 AM
I always imagined a bird dropping things on people would be more of a d,f or b,d,f attack than an item crash-  kind of like Albus' torpor. I think that a Grando crash could be kind of like Fatal Rain, and that could probably do more damage than a Torpor attack.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 10, 2016, 11:20:19 AM
Well, as a d,f move it'd probably need to drop it only once, in that case the bird would probably need some tracking to drop at the right moment, or always drop it in a specific spot, as a b,d,f move, the charge could make the bird drop more.

With that one out of the way, maybe Ronald could have both the "Grando" item crash and the "Werewolf" one, one for each attack button.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 10, 2016, 06:24:14 PM
I think that sounds good.

Just to elaborate, are there any key points to note about spriting in the SoTN style?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 10, 2016, 06:56:01 PM
With either b,d,f or qcf using Birdie, I think up,qcf and f,f should use the last two McDonald's characters.

I already made that suggestion with Grimace (Him throwing a milfshake which tracks the enemy before it's out, but maybe it could be something else), but what should be given to Hamburglar?

Best I could find is this:


0:13

It'd probably end up being like Soma's Amalaric Sniper, maybe it could activate faster and move faster since he won't get shots upgrades, I think those commercials are the best bet on giving him something.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 10, 2016, 07:57:26 PM
I've finished three frames. They're random, but i just wanted to see if they would work before I went on.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 10, 2016, 08:39:32 PM
While I can't really judge aesthetics well, I can point out she's missing that "ribbon" on her right thigh (Though since she's smaller, it'd be harder to notice it anyway...), and it looks like she doesn't have her shoulder pads.

Also, her legs should be more spread for the second frame of the running animation, for her to look more natural while running.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 10, 2016, 11:41:16 PM
After one day's work, this is all that I have, lol. Her running sequence should be (hopefully) completed, her standing whip and crouching sequence are done, and her still sprite for the character selection screen should be finished.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Miguel on January 11, 2016, 12:29:41 AM
Maybe Could be better if you try to remake the Sprites matching the original, instead of creating new ones. As a example, The whipping animation uses the right arm instead of the left one, shown in your sheet.

Ah, the whip grab animation is missing in the original spritesheet, maybe we can give Rusty a "Owl Glide" skill, just like that of Maria Renard, using a sprite of the grab animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 11, 2016, 12:57:41 AM
Maybe Could be better if you try to remake the Sprites matching the original, instead of creating new ones. As a example, The whipping animation uses the right arm instead of the left one, shown in your sheet.

Ah, the whip grab animation is missing in the original spritesheet, maybe we can give Rusty a "Owl Glide" skill, just like that of Maria Renard, using a sprite of the grab animation.

She has sprites where she swings with her whip like CV4 Simon or John, so I think that would be more fitting than the own glide (Or maybe she could have both, there isn't any whip user who can stay in the air for so long, Julius and Richter are the best ones at doing so, but they'll run out of MP eventualy).

Also, is the crouching whip attack done? if not, maybe she could have a different one to hit lower, to look better when it hits Frog of course, even if it looks too high to hit him, it'll hit him even if it looks like it shouldn't (Like it happens with DXC Richter), since Serio will make the hitboxes lower (Otherwise fighting him would be a bitch lol).

Edit: Also, that first frame, I think her arm could be lower and more backwards, it's how the other whip users attack (Supposedly to control the whip better), that animation now, it looks more like she's attacking with a sword (like Master Skeleton's).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Medlin on January 11, 2016, 02:07:38 AM


Also, one thing to keep in mind, her main costume would likely be the palette from the cutscenes, where they're brown instead of blue,
Looks more like dark red rather than brown for me. Also, here is her portrait for reference:
(http://castleofdracula.com.ru/image/rusty.jpg)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 11, 2016, 02:21:39 AM
Looks more like dark red rather than brown for me. Also, here is her portrait for reference:
(http://castleofdracula.com.ru/image/rusty.jpg)

It looks like in some cutscenes it's brown, and the brown one was the only one paid attention to (Which means, I saw it once and stopped watching the video, lol).

(http://i.imgur.com/0Ov21S8.png)

But it looks like it's generaly dark red, just in some situations it's brown.

(http://i.imgur.com/1f19pXR.png)

I honestly can't understand why her hair is much longer during gameplay though lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 11, 2016, 02:52:01 PM
I'm not much of a spriter, or good at judging them, but it looks to me like you're off to a great start. The colors look much more in line with CV and her proportions look pretty good.

I would say don't worry too much about the colors. Her appearing with so many color schemes in her game just means that it'll be easier to fill up her palette selection. Making a new palette doesn't take much time, so I'd say continue making them blue.

Also, I don't know if you are familiar with color separation, but you might want to consider it since you're still sort of at the beginning. What I mean is, making her boots a different color from her leotard thing, or maybe even her legs a different color from the rest of her skin. Her in-game palette would just assign the same shades of blue to both areas of clothing, but it would allow us to make colors with more variety. Because Soma does not have this, his coat changes colors when his pants do, which makes it harder to do new things.

Often times the palettes are based on existing characters with some similarities. For instance, we could make a palette of Sofia from Toshinden (https://i.ytimg.com/vi/lqg3meC1xvE/hqdefault.jpg) and if her legs were a different color, we could give her stockings. Or Quistis from FF8, we could make the leotard pink and the boots black.

Not required, but it might be a nice touch if it's not too much extra work.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Miguel on January 11, 2016, 03:14:27 PM
-Lets give her three palletes: Blue (default, maybe) Red and brown.
 
-And yes, i was talking about the arm position when refering about the sprites, the original fits better.
-the legs of the first sprite looks Thinner and weird compared with the others

#About the subweapons, i have some suggestions:

*For the Fire subweapon, lets replace the star-shaped balls with real flameballs (or that star balls used in the nathan's item crash) spinning around her, doing flame-magic type damage (or holy-type damage)

*if we use flameballs instead of nathan's starballs, we can give her a homing star attack, using that starballs.

*for the invincibility's item, we can make her invulnerable for a few seconds, depending of the time charged (like Maria) or give her some speed and strenght buff (showing that shadows when active)

-We should give her some sort of slide-type attack, to hit enemies like the frog.


Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 11, 2016, 03:35:58 PM
*For the Fire subweapon, lets replace the star-shaped balls with real flameballs (or that star balls used in the nathan's item crash) spinning around her, doing flame-magic type damage (or holy-type damage)

She doesn't have a lot of moves, so replacing is a bad idea, the way the move works would be fine as an item crash anyway (Mostly against grounded bosses though, unless they spin around for a bit to do more hits against flight bosses, or for her to be able to use it in the air).

Quote
*if we use flameballs instead of nathan's starballs, we can give her a homing star attack, using that starballs.

Her bird familiar will essentialy be a tracking move already though.

Quote
-We should give her some sort of slide-type attack, to hit enemies like the frog.

Her crouching normals must hit him regardless, slides do pitiful damage, and the slide combos are generaly not really damaging (Only if the combo starts from the slide, if something like standing normal, crouching normal, then slide is done, then the combo will be more damaging), and they're less consistent against Frog, and will be even worse with her normal hitbox being high, I think she could have a crouching normal like Richter's to not look weird when hitting Frog.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on January 11, 2016, 04:05:24 PM
After one day's work, this is all that I have, lol. Her running sequence should be (hopefully) completed, her standing whip and crouching sequence are done, and her still sprite for the character selection screen should be finished.
To be honest, the legs in her running sequence look rather awkward IMO. You might want to look at Adult Maria as an example.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 11, 2016, 06:15:26 PM
For some reason I can't recall this, but if the right arm is used for whipping when facing right, can't the left arm whip be used when facing left? Because she'll be facing the opposite direction.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Slogra on January 11, 2016, 06:23:05 PM
I must say that this looks great but your make the same weird running that you make for Dario you really need a gif creator to this or use program that let you see in the back the last move you made for your character, by the way i suggest to move more the torso but dont know if this can help.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 11, 2016, 06:37:41 PM
For some reason I can't recall this, but if the right arm is used for whipping when facing right, can't the left arm whip be used when facing left? Because she'll be facing the opposite direction.

The way sprites are made is that the character only really faces one direction, so when he turns around, the movement is mirrored, Belmonts, who are generaly right handed will look like they're left handed when facing left, only Shanoa really changes arms depending on the direction she's facing (Even so, that's only with her arms, she switches legs depending on the direction she's facing when doing a dive kick or a slide), but that's because in OoE, she could attack with both arms all of the others use only one, Richter in DXC as well, but that's because he uses a 3D models instead of sprites.

Now, I'm not saying that making the character use the proper arm depending on which direction he/she is facing can't be done, it can and Shanoa is proof of that, it's just generaly seen as not needed (Would need to draw more sprites to do that after all, and they'd need to be almost identical to the other one).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on January 12, 2016, 02:51:01 AM
*For the Fire subweapon, lets replace the star-shaped balls with real flameballs (or that star balls used in the nathan's item crash) spinning around her, doing flame-magic type damage (or holy-type damage)

Honestly, given how many fire based moves the other whip wielders have I think we should stay away from fire element attacks with her. Assuming her "fire" sub-item is adapted to an item crash its icon will never be seen, so no real need for it to be obligated to do fire damage.

I think her f,f,A attack could an ice, lightning, or even darkness based whip attack, similar to the various Belmonts flame whip attack. Maybe the f,f,C variant could use to upward whip animation, allowing her to strike enemies from above with her powered up whip strike.

I'll play around with the game a bit to see if there are any enemies/enemy attacks/stage gimmicks that might make a good reference for more moves to give her.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 12, 2016, 05:56:23 PM
Would Piskel be a good gif software? I'm not sure if it can import/export images, but it is web based and free. It would be interesting to work with, especially on a low budget.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 12, 2016, 06:46:50 PM
Having never heard of it, I just looked it up. Seems you can export and import images, as well as make gifs. I think it would work quite well.

I use GIMP myself, which is free. But this saves you from having to download a huge program.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 14, 2016, 01:02:10 AM
This took forever...For some reason I can't find the issue with this animation; It's currently at only 7 frames. There's also another one with more frames, with the legs just a recolor of Yoko's running sequence. I don't know which one is better.

I hope no one minds the miniskirt there, but I can fix it.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 14, 2016, 01:16:45 AM
She looks stiff, her arms and legs move fine, her torso and hair don't (Though hair movement is probably more complicated...) , when she moves her shoulder, it looks like she's moving only the shoulder and the torso doesn't look like it's moving alongside it, compare to Yoko's and see how her torso moves, also how she bounces up and down a bit.

Also, you need to maintain consistency, because now she's wearing a skirt, which wasn't the case in the other sprites.

Edit: Also, her face should be facing forward when running/jogging, looks more natural this way.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 14, 2016, 03:12:59 AM
I have yet to fix the skirt problem, but I attempted to add hair movement with a better, 17 frame spritesheet.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 14, 2016, 02:51:04 PM
I have yet to fix the skirt problem, but I attempted to add hair movement with a better, 17 frame spritesheet.

The only thing lacking here is the bouncing up and down, check out the other characters who jog, they all bound up and down a bit.

The hair movement, you can do it alongside the bouncing up and down, when she rises, make the hair go down a bit, when she goes lower, make the hair go up a bit, that's like Yoko's hair moves, and Alucard's, the hair could move more too, since the way it is now, it doesn't move much.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 14, 2016, 04:42:54 PM
Doesn't Shanoa maintain the same height (no bouncing) when running? I could be mistaken though.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on January 14, 2016, 05:17:43 PM
She bounces very slightly, you can notice by putting the game at slower speeds, or by making two Shanoas run out of synch in VS or practice mode, you'll see that player 2 Shanoa's head will be a bit higher than player 1 Shanoa once in a while.

Post Merge: January 14, 2016, 05:38:57 PM
Speaking of jogging:

Random Question:

I know I wrote this on my other thread, but I decided I'd post it here.

So I still haven't been able to complete Dario's RUNNING sprites after all this time; does anyone want to pick up work on them or enlighten me as to specifically what is wrong with them?

Here's the GIF, courtesy of Slogra:

In case no one replied to you what was the problem: It looks like he just suddenly switches legs, on the first frame he's putting his right leg ahead, but on the next one it's the right leg, then on frame 7 he's with his right leg ahead, but on the next one it looks like it's the left leg, and on the one after that it's the right leg again, and it loops weirdly because on the first frame it looks like he's putting the right leg ahead, also it looks like his leg moves only slightly when looping between the last and first frames, which looks a bit odd because he was moving his legs more freely on the previous frames.

Ignore this message in case someone already told you/you figured it out, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 14, 2016, 08:15:06 PM
Ah, that was it. Thank You. I guess I'll work on that as soon as possible.
I have Rusty's sprites without the miniskirt, but I'll submit that later, as on mobile piskel can't really be accessed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 14, 2016, 08:25:59 PM
Quote
In case no one replied to you what was the problem: It looks like he just suddenly switches legs, on the first frame he's putting his right leg ahead, but on the next one it's the right leg

I made a typo there, what I mean to say is "on the first frame he's putting his right leg ahead, but on the next one it's the left leg".
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: FinnishFlame on January 15, 2016, 12:20:05 AM
Fixed the bouncing issue and the skirt. It should also run slightly smoother.

Post Merge: January 15, 2016, 12:36:45 AM
And I fixed Dario's leg. It still looks weird, so I might have to just redo most of it anyway.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 15, 2016, 01:08:26 AM
When Rusty's leg is going backwards, her left thigh gets darker, is that intentional?

Also a bit before she starts to move her right leg forward again, it looks like it twitches a bit.

The hair movement, the only part of her hair that are moving are the "tips", in hair movement, most of it should move during a running animation, mostly the parts of the hair which are further away from the head, Rusty's, on the end of her hair is moving, while the rest isn't.

Dario, it looks like it still has the same problems, right leg is ahead on frame 1, left leg is ahead on the next ones, and on frame 7 he's with his right leg ahead, but on the next one, his left leg is ahead, in addition, it looks like his ass is going through his jacket in frames 1 and 6 (looks like that is happening in frame 3 too).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 15, 2016, 01:54:28 AM
Fixed the hair (hopefully) and the thigh twitch.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 15, 2016, 02:06:34 AM
Looks good I guess.

Is she going to have a walking animation or just use the jogging for both the "walking" and running?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 16, 2016, 09:21:02 PM
Improved Dario's running sequence, but something somehow still feels off.

I've completed Rusty's walking sequence, as well as the upwards whipping sequence, and some other modifications.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 17, 2016, 12:58:42 AM
Improved Dario's running sequence, but something somehow still feels off.

Probably his arm movement, he's moving them "slowy" while the legs are faster.

Quote
I've completed Rusty's walking sequence, as well as the upwards whipping sequence, and some other modifications.

Rusty's hair magicaly grows during her walking and upwards whip animations by the way.

Now keep in mind she has both, in gameplay the hair is longer while in the cutscenes it's shorter, I'd recommend going for the shorter one since you did most of your work with the shorter hair one, and because the people here preffer to go for the looks of the character in the portraits/cutscenes (Shanoa's hair collor, Albus' clothes).

The whipping animation, I think an extra frame could be added to put her arm more backwards, whip users do that:

(http://i.imgur.com/D0RTYPT.png)

The crouching whip animation, it will hit Frog in the game for sure, but would it go way above him?

The second frame of the upwards whipping animation, it looks awkward, her arm looks longer and it's bending unnaturaly.

Also, will you post those sprites animated? I'm honestly bad at noticing possible mistakes if they aren't animated.

Edit: Also, that walking animation, you can't see her other arm at all, understandable for most of the animation because her hair would cover it, but when her right arm is backwards (Using player 1 position as refference), her left arm doesn't show up at all, also, on the second frame, it looks like her right arm becomes shorter and thicker.

And on her crouching position, her left leg looks shorter, in that position she's crouching, her left knee would be raised higher, compare with Simons who crouch similarly:

(http://i.imgur.com/jybtKjx.png)

(http://i.imgur.com/i6EXX3K.png)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Miguel on January 17, 2016, 11:36:12 AM
Improved Dario's running sequence, but something somehow still feels off.

Try fixing the the two last frames of the animation, it certainly is fusing the legs.

EDIT: I've found an Nice Remix of the First Stage theme, "Queen in the Dark Knight", what can fit greatly as the Rusty's main theme:

https://www.youtube.com/watch?v=gPp79mqV3pQ

(maybe can be needed to cut a little delay in the 0:06 part, but isnt a great problem.)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 17, 2016, 10:07:09 PM
So I've been thinking about her moveset, if she ends up having a Belmont like f,f attack, her having a second version of it for her upwards whip attack would be good (Like Mr Esturk suggested), but her version should waste less MP, she doesn't have an alternative damaging move for up close or anti air like the belmonts (Holy water or cross for the up close one, axe for the anti air), so with her having less variation on the sub weapon game, she'd need to compensate it with her whip.

Also, I think her moveset should be more or less like this:

f,f+A: flame whip equivalent, though, not sure if it should do flame damage, maybe it could do magic damage, instead.

f,f+C: Similar, only doing it upwards instead.

b,d,f attack: Invincible mode, could be a chargeable move, but maybe it shouldn't, because that could end up making it a shittier version of Maria's b,d,f move if it lasts for about the same time.

d,f,u attack: Her magic orbs, they start close to her and then spread, which would make them more effective at up close range, it's like SotN Richter's axe item crash, only she doesn't jump, and they spin around for a while while spreading.

Y button: Bird familiar, it attacks when she attacks, should be faster and do more damage than Marias' since so far she doesn't have zoning tools.

Sub weapon: Stop watch, since she has upwards whipping, it should be her C button to activate it.

An alternative would be making her Y button her stop watch, and the bird familiar be her sub weapon, when summoned, it could attack only when you press the C button, shouldn't attack if you're in recovery of anything, and maybe the upgrades could summon more birds, which she could use each one once per time you press the C button, somewhat long recovery for them when they return to make more shot upgrades more valuable (Assuming she throws them fast like Maria throws her birds, which is possibly what should be done since the bird attacked immediately on the game).

With this, she has two inputs which are left open, qcf and up,qcf, maybe, like Hugh can use one sword from his item crash as his f,f attack, similar thing could be done with her magic orbs, she has some things she lacks, like a move which goes from air to ground, non tracking projectiles, and a solid projectile destroyer (Assuming she won't have a whip spin), she doesn't have invincible dash ins as well, but it doesn't look like it'd suit her, in fact, I don't think whatever moves she could receive should include an invincible move (Even standing ones), since she has her own invincible move.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 12:01:30 AM
For the time being, I might consider distributing work to other sprites (Dario, for instance) who need a complete animation. For instance, I'm not sure if MUGEN works like this, but Rusty's running sequence can also serve as her walking one, and a walking one can be added whenever it's completed. But Dario needs a running sequence, and he can't really be completed without it.

If I am allowed to temporarily back out on this and finish other spritesheets first, it would be much easier and would be more efficient, given I have approximately three and a half months to complete everything.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 18, 2016, 12:26:13 AM
For the time being, I might consider distributing work to other sprites (Dario, for instance) who need a complete animation. For instance, I'm not sure if MUGEN works like this, but Rusty's running sequence can also serve as her walking one, and a walking one can be added whenever it's completed. But Dario needs a running sequence, and he can't really be completed without it.

If I am allowed to temporarily back out on this and finish other spritesheets first, it would be much easier and would be more efficient, given I have approximately three and a half months to complete everything.

Well, yeah, you can back out, it's actualy better to make priorities between which of the characters you want to finish first (I'd advice for Ronald to be finished last since his whole moveset can be added at any update, while if either Dario or Rusty aren't put in the next beta, they'll only be seem on the one after that, at least that's how I think it works).

By the way, was there anything missing with Dario on his moveset? I think he lacked something on his f,f input, but maybe something was suggested and I forgot.

Edit: Nevermind, just remembered it was the fireball attack.

I'll just write his moveset here for reference (Most of it is from the boss):

f,f attack: Fireball

qcf attack: Firewave

up,qcf attack: Aura Blast, better version of Jonathan's, maybe it could be mashable to last longer.

b,d,f attack: Fire pillar, I think I had suggested to be only one which tracks the position of the enemy.

d,f,u attack: Fire dragon, I think I suggested for him to go forward instead of doing that version which leaves a gap.

Y button is a "power up" for sub weapons, make them do fire damage.

One of the sub weapons is a shotgun, I think machine guns were suggested too, anything else? I think grenades were also suggested.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 12:37:48 AM
I remember there was a random sprite that was basically a dual wield or something.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 18, 2016, 12:52:39 AM
For the time being, I might consider distributing work to other sprites (Dario, for instance) who need a complete animation. For instance, I'm not sure if MUGEN works like this, but Rusty's running sequence can also serve as her walking one, and a walking one can be added whenever it's completed. But Dario needs a running sequence, and he can't really be completed without it.

If I am allowed to temporarily back out on this and finish other spritesheets first, it would be much easier and would be more efficient, given I have approximately three and a half months to complete everything.

Other characters have had their sprites updated after being added to the game, so that should be fine.

What's happening in three and a half months?
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 12:53:38 AM
Isn't April 1st the date that the (annual) update is released?

EDIT:

Dario GIF...I assume the 7th incarnation or so.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 18, 2016, 01:06:26 AM
I don't think there's really a set schedule for big updates. Serio used to add a character for April Fools' every year, but he hasn't done it for a while.

Also for what it's worth, the new Dario gif looks great.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 01:07:42 AM
I don't think there's really a set schedule for big updates. Serio used to add a character for April Fools' every year, but he hasn't done it for a while.

Are suggestions still being taken, if the joke characters are still being continued in the first place?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 18, 2016, 01:10:33 AM
I don't know that he took suggestions for the joke characters, actually. There used to be a long-running thread where people tried to guess what Serio was going to add, though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 01:12:57 AM
I don't know that he took suggestions for the joke characters, actually. There used to be a long-running thread where people tried to guess what Serio was going to add, though.

Very well, I guess that's fine then. To be honest, one might think there's already enough joke characters already, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 18, 2016, 01:18:42 AM
I remember there was a random sprite that was basically a dual wield or something.

Probably the machine guns.

It could activate and move significantly faster than the fireballs, but overall doing less damage and having smaller hitboxes, would probably work better to make his sub weapons to be his C button, basicaly like Albus' C button, lol, but since he'd have the option of using a power up with it, it could do less damage than Albus' and waste less MP to compensate when he uses the power up.

Also, I don't think sprites for a normal were made, unless the shotgun itself was used as a normal or something (We do have Duke Nukem's gigantic ranged normal after all, Dario's would have more limitations on the damage though, he'd need to be closer to do more damage).

Isn't April 1st the date that the (annual) update is released?

The update could be just a new patch instead of a new beta, which is what happened last year.

We also got this very epic music as Shaft's theme on that patch:


It looped between 2:40 and 3:55 if I remember correctly.

I honestly still miss that song.

The running animation, only "problem" I noticed is how Dario just suddenly stops moving his right arm in frames 6 and 7.

The joke characters, I'm pretty sure it was just something he randomly decided to put on the game, specialy since there was the thread they tried to guess which one would be added, and I'd preffer if they stopped, hard enough to try to maintain the balance between the characters who are on the game now, more joke characters with possibly incomplete movesets would just make this worse, then again, I have no control over this, so what I want doesn't really matter, and if Serio adds any character I'll try to find ways to balance said character anyway, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 01:29:20 AM
Frames 6 and 7 of the running sequence, I'm not sure if those have to be fixed, they were initially intentional.

What kind of animation would be needed for a normal?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 18, 2016, 01:38:55 AM
Frames 6 and 7 of the running sequence, I'm not sure if those have to be fixed, they were initially intentional.

What kind of animation would be needed for a normal?

Maybe him punching the opponent (A long ranged punch, like Soma's punch with Balore soul), or stabbing with a knife (Those two seem fitting for Dario), but again, the shotgun could be used as his normal.

Now that I think of it, we didn't even try to implement his teleports, which would be more fitting for him than the sub weapon power up, his Y button could be the teleport, usable only in the ground, Y+A teleports him a certain shorter distance, Y+C teleports him further, he could face automaticaly the opponentif he goes behind the opponent (Though not turn around like Dracula does, only face that direction if the opponent is there), it could have some recovery too, maybe Y+A could have faster recovery while Y+C's is slower.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 01:47:31 AM
The previous spritesheets I've submitted, have they been already 'accepted' or something? (I don't know how to word this) because if I attempt to download the file again, the quality is bad, so i was wondering if something went wrong.

EDIT:

Ach, it's because they were jpgs.....AaaH WAI I'm going to have to get them again or something

Further EDIT:

Does anyone have a copy of the image I initially submitted? Otherwise I may have to reconsruct the entire file.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: IandI on January 18, 2016, 06:52:10 AM
hey here FinnishFlame,  im a collector sprites lol i dont know create sprites but i collect this for game in the paint... well whatever its here and i added a one slide... certainly Dario walking on one foot throws forward and one it moves quieter...I like more the throwing forward, I mean to the run in the gif version 7 =D
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 07:03:55 AM
I fixed all of the running animations, are below:

But I can't thank you enough for this, as I thought I'd post those sprites. You have my thanks.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: IandI on January 18, 2016, 07:09:16 AM
oh dude, no problem this is the first thing that i help here xD
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 06:23:33 PM
Would Dario's shotgun be limited to ground-use only? And have we defined whether or not Dario flips when he jumps?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 18, 2016, 06:37:26 PM
By making it be a normal of a sub weapon it must have air uses regardless.

Might be better for him to not flip while jumping, doesn't look like something he'd do.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 07:14:49 PM
Added punch normal (without flames), and the crouching and midair versions of all of the current subweapons with a proposal.

If he has a modifier that gives all of his attacks a flame attribute, then his punches could be used as a Balore-type attack after the modifier is activated. Otherwise, it'd be a normal punch (Kind of like the Flaming Whip.)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 18, 2016, 07:55:07 PM
Added punch normal (without flames), and the crouching and midair versions of all of the current subweapons with a proposal.

If he has a modifier that gives all of his attacks a flame attribute, then his punches could be used as a Balore-type attack after the modifier is activated. Otherwise, it'd be a normal punch (Kind of like the Flaming Whip.)

I think he should go a bit more forward while doing the punch, looks like it only has a bit more range than Nathan's punches, and with the way his hand is positioned, it looks like he's supposed to be holding a knife:

(http://i.imgur.com/nBfJhd8.jpg)

So his knuckle should be in a straight position to look like a punch.

To properly separate the uses between the normal and shotgun, maybe the shotgun could be a bit slower to shoot, somewhat like Duke Nukem's.

The machine guns attack, I think he should have them in his hands in a lower position before he starts shooting, him holding them with his arms raised looks odd.

The super jump would need some start up frames by the way, I'm not sure exactly what the other characters use, but I think they crouch a bit before using the super jump, though I haven't checked with everyone (Only really remember Shanoa's).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 08:37:19 PM
Fixed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 18, 2016, 08:53:41 PM
Fixed.

You forgot to change the air punch.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 18, 2016, 09:00:12 PM
Sorry, that unfortunately slipped my mind. I fixed it, but for whatever reason I can't seem to attach images for the time being.

EDIT:

Apparently it takes an extremely long lag in order to upload anything. This will most likely be temporary though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 20, 2016, 01:56:51 AM
So, one thing I thought about Dario, his machine gun sub weapon, like any other sub weapon, it'll need to have some sort of upgrade with the shots, and the most likely upgrade would be damage, but, how about doing something different? How about making the shot upgrades lower the ammount of MP it wastes? Like, let's say, each bullet wastes 90 MP, but then you get a shot upgrade, and it wastes 80, then 70, then 60 if you're lucky to buy the quadruple shot, it's something no other character has, could also possibly be used for future characters, or maybe even with a current one, but I can't really think of anyone who'd need that (Closest to that would be Death, with his dark orb, but now it receives damage upgrades so probably it shouldn't combine those two, another possibility could be stop watches).
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: FinnishFlame on January 20, 2016, 02:18:24 AM
That would especially be a good idea; characters like Dario would need lots of attacks that aren't completely elemental-based, and with a lower MP usage it allows the player to rely more on the 'machine gun' aspect of the weapon.

I remember when I first played as Albus, and I wondered why shooting rapid-fire wasted MP so quickly.

EDIT~

How would it work if both Darios could be fought in survival mode (boss Dario and player Dario)? I've never seemed to find a Player Stella in survival mode.

Somewhat off topic, will succubus be added into the story mode anytime soon? It's part of the story, I assume, and if it's intended to be Whip Succubus it should be added.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on January 20, 2016, 12:31:03 PM
That would especially be a good idea; characters like Dario would need lots of attacks that aren't completely elemental-based, and with a lower MP usage it allows the player to rely more on the 'machine gun' aspect of the weapon.

I remember when I first played as Albus, and I wondered why shooting rapid-fire wasted MP so quickly.

It's to not devalue his A shooting and zoning with Grando, there was a time where his C shooting wasted 60 MP per shot as opposed to 95 MP per shot we have now, but that was probably a glitch, since it was changed back to 95 later, plus it was 95 before too.

Quote
How would it work if both Darios could be fought in survival mode (boss Dario and player Dario)? I've never seemed to find a Player Stella in survival mode.

Player-boss Stella is the exact same thing as boss Stella, only with less HP and possibly lower deffenses, player-boss Dario would have a generic AI since he'd be way too different from boss Dario to use the same AI.

Quote
Somewhat off topic, will succubus be added into the story mode anytime soon? It's part of the story, I assume, and if it's intended to be Whip Succubus it should be added.

Succubus which will be added is the SotN one, from what Serio said months ago she still doesn't have much to do, Succubus with a whip is from Montano's game if I'm not wrong, she'll only be added to the arcade mode if MUGEN ever allows a "bonus" tier or character specific fights, so until one of those happens, or maybe something else I forgot, she and the other bonus bosses will stay in Survival only, unfortunately.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: rasgar on January 20, 2016, 01:49:59 PM
Succubus with a whip is from Montano's game if I'm not wrong

Not that it's a big deal, but she's actually from the same series as Montano, but not in the same game as him. Her name is Maria, but it's probably too confusing to call her that.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on January 20, 2016, 02:38:54 PM
Not that it's a big deal, but she's actually from the same series as Montano, but not in the same game as him. Her name is Maria, but it's probably too confusing to call her that.

What about Danathus? Same series but not the same game as well?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 20, 2016, 02:47:01 PM
What about Danathus? Same series but not the same game as well?

Danathus is from the same game as Montano, different one from Maria.

The series has 5 games in it - Protagonist of the first one is a guy named James, next 2 have a guy named Royce (son of James and Maria), and the last two feature Montano, who doesn't seem to have any connection to the previous games. Both Royce games (and both Montano games) recycle a lot of bosses and enemies and the stories happen back-to-back, to the point where they might as well be one long game.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 20, 2016, 10:49:36 PM
Danathus is from the same game as Montano, different one from Maria.

The series has 5 games in it - Protagonist of the first one is a guy named James, next 2 have a guy named Royce (son of James and Maria), and the last two feature Montano, who doesn't seem to have any connection to the previous games. Both Royce games (and both Montano games) recycle a lot of bosses and enemies and the stories happen back-to-back, to the point where they might as well be one long game.

Are those other protagonists planned to be put in CVF as well? I think I've seen something about that in older threads.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 20, 2016, 11:21:22 PM
Yeah, I ripped their sprites and made movelists for them, but that's as far as it ever got. I think Serio might be waiting until we get more actual CV characters in the game before he works on more of these other guys.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 21, 2016, 02:58:55 AM
Yeah, I ripped their sprites and made movelists for them, but that's as far as it ever got. I think Serio might be waiting until we get more actual CV characters in the game before he works on more of these other guys.

Well, as far as I'm concerned, only Grant is "guaranteed" to be in the next beta, maybe John and Dario as well, so it could take a while.

Could you post a link for the thread with their movesets? I'm curious to see what they'd offer.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 21, 2016, 04:26:12 AM
Yeah, I agree. I certainly hope they get added some day, just waiting for an OK from Serio. As much as I like the Montano series, Kale is the one I want to see the most since I already got Montano in.

http://serio.piiym.net/cvbla/board/index.php?topic=498.0

I made this topic some time ago, and I don't fully remember everything I wrote down. Some of the movelists are unreadable because I used Unicode characters for the arrows, and something happened when Serio changed servers where the characters got messed up.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 21, 2016, 06:18:43 PM
Here's the first of many random designs for a possible OC. I guess some are better than others, so I guess it would be better for me not to judge.
[attach=1]
I am aware it's really tiny, but that can be elaborated upon once a design is chosen, along with a moveset and other things.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 22, 2016, 12:20:07 AM
I'll be honest, for a moment I thought it was Desmond in shorts shorts, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 22, 2016, 12:56:26 AM
I'll need to enlarge it or something, of course.

EDIT:

OC number 2! I've actually been designing this one for quite a while, but I had the clothes modified for Castlevania's...audience standards. We have Carmilla, right? lol. (It's not as bad as Carmilla.)

[attach=1]

I don't really have much of a movelist but a good teleport move would be kind of like Julius' teleporting, except it leaves behind an afterimage which damages the opponent.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 22, 2016, 02:12:58 AM
I'll need to enlarge it or something, of course.

EDIT:

OC number 2! I've actually been designing this one for quite a while, but I had the clothes modified for Castlevania's...audience standards. We have Carmilla, right? lol. (It's not as bad as Carmilla.)

(Attachment Link)

It's odd for a warrior to go dressed like that though, I mean, sure, we have Belmonts who for 3 different generations went to fight Dracula dressed in shorts shorts, but she's wearing even less than them, lol.

Quote
I don't really have much of a movelist but a good teleport move would be kind of like Julius' teleporting, except it leaves behind an afterimage which damages the opponent.

And how is the damage going to work? Hit only once like the general invincible dash ins? Or is each after image going to hit once?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 22, 2016, 02:51:50 AM
Hitting more than once would encourage the player to initiate a teleport right before the opponent reaches the player. I'm not sure whether that's ideal, but it seems like a good alternative to the generic single-hit teleports.

EDIT~

It's odd for a warrior to go dressed like that though, I mean, sure, we have Belmonts who for 3 different generations went to fight Dracula dressed in shorts shorts, but she's wearing even less than them, lol.
[/quote]

Considering that we could possibly set the time period to whenever and give her certain powers, it would be less bad(?) I'll probably put some armor on anyway, but she could possibly be from the same time period as Soma, and could have a keep-away moveset.

Just kind of putting that out there I guess.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Donoffrio on January 23, 2016, 05:12:25 PM
Kinda looks like a stripper-ific Sonia, just my two cents. lol
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 23, 2016, 05:22:05 PM
Kinda looks like a stripper-ific Sonia, just my two cents. lol

That hairstyle reminds me of Samus' lol
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Donoffrio on January 24, 2016, 11:57:17 AM
You're right! lol
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 25, 2016, 05:31:40 PM
I'm not sure if I should be asking this much questions regarding the usability of bosses, but Serio said something about adding Puppet Master if there were sprites available. Do those sprites need to be fully created (all constructed previously)? I found a sheet, but it's all in pieces.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 25, 2016, 05:41:58 PM
I think Serio has already ripped those sprites, problem would be adapting the boss, like any other boss, they'll be stronger than the original version (Except Death in some matchups), and that can take a while to be done, don't think it'd be a good idea to have a pre-buffs Great Minotaur again, lol.

I think the missing sprites would be more on the lines of characters like Isaac, who has no sprites officialy, so sprites are needed to be made, and Adramalech, who needs sprites on the style of Balore since he'd look weird if he was simply put in the game with the CotM sprites, most of the bosses the sprites are probably ripped already, but again, problem would be the adaptation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 25, 2016, 07:17:43 PM
Puppet Master could be much faster than he was in the original version, with attacks that do more damage. He could also probably move around the screen and try to force contact damage. Most likely he would be more magic damageable, like Great Armor.

EDIT~

I can probably begin work on Gaibon/Slogra, and perhaps Werebat as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 25, 2016, 07:42:48 PM
Well, being faster is somewhat of a must for a boss to be threatening, because of the way movement is strong here, either that, or have a strong control of the pace of the match with projectiles and whatnot.

I'd advice on him doing contact damage only if you jump, for tall characters to be able to walk under him.

It could also be impossible or nearly impossible to stop him for putting the puppets on those "cages", but that's as much as I know about him, haven't played DoS.

I don't think think Werebat was mentioned to be added anywhere, lol, and unlike Skeleton and Axe Armor who have different versions, which most are combined to make their moveset, Werebat would need to have some creativity to make a full moveset.

Slogra and Gaibon, I think Gaibon could have that attack where he shoots fireballs downwards, like Hammer's up,qcf attack, only with maybe more control over it, the C button could be dedicated to be a "normal" where Gaibon tracks and attacks the opponent like Somacula's Gaibon familiar, that attack where he lands on the ground and shoots fireballs could be a chargeable move, maybe Slogra could move freely during it, and you have to hold the C button to use it, and hitting Gaibon himself could interrupt it and give some cooldown to limit Slogra's use of Gaibon, Slogra could have an invincible dash in since I think he had a move like that, and a fireball projectile, with this half of the inputs belong to Slogra and the other half to Gaibon, dunno what to do about an item crash though, maybe it could be Gaibon activating that "rage mode" for some seconds.

It looks like they'd be kind of lacking in anti airs though, but maybe they could use flight to fight some enemies like Reimu can do, they'd need a flight dash to make that work though...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 25, 2016, 08:03:32 PM
Werebat was from some random thread I saw somewhere, I can probably get started on Gaibon/Slogra.

For Puppet Master, those doll familiars he summons could die in one hit on Normal, and then increase on higher modes. The puppets could probably be stopped in a couple of hits or a certain amount of damage, but with the speed put into account, it would be nearly impossible indeed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 25, 2016, 08:20:34 PM
Slogra/Gaibon wouldn't need a lot of work though, Gaibon, I don't think he'd need anything new, at least not with the moveset I suggested, Slogra would need the basic stuff, jump, double jump, super jump, backdash, crouch, and crouching version of his normal/fireball.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 25, 2016, 08:57:32 PM
If Gaibon and Slogra are one character, perhaps pressing the special button could switch the one the player primarily controls. For instance, by default Slogra is the player while Gaibon is the familiar, but once the special button is pressed, the vice versa happens.

By the way, does this attack(s) seen too morbid for even Killer Ronald's moveset? He's evil, b it somehow I doubt he'd be throwing skull axes around or anything extreme like that.

But I guess he IS insane, so...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 25, 2016, 09:15:50 PM
If Gaibon and Slogra are one character, perhaps pressing the special button could switch the one the player primarily controls. For instance, by default Slogra is the player while Gaibon is the familiar, but once the special button is pressed, the vice versa happens.

I think Gaibon is supposed to be an immortal and permanent familiar for Slogra, and just that, which can still be pretty good if he covers well the holes in Slogra's game.

Quote
By the way, does this attack(s) seen too morbid for even Killer Ronald's moveset? He's evil, b it somehow I doubt he'd be throwing skull axes around or anything extreme like that.

But I guess he IS insane, so...

It's weird for him to have tools like that, again, kitchen tools would be more fitting, like a butcher knife, or a cleaver.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 26, 2016, 03:47:16 AM
So far, I can only think of a few viable subweapons for Killer Ronald, if we're going with pre-made:

Bwaka Knife
Axe Armor soul, Lvl.1 (It's not really knife-like, but that can be modified)

Eh, we don't really have much options. Which brings me to this; The entire adaptation of a Killer Ronald came from these series of videos, and so did the possibility of more subweapons. Please consider that these are a bit disturbing and cringe-worthy, so click and view at your own discretion.

(click to show/hide)

I guess we can get some ideas from this.

EDIT~

Here's Rusty's preliminary walking sprite. I have yet to add the hair or body movement yet, though. Just checking on progress.

FURTHER EDIT~

Montano has a Rasgar Skin? Whoa. I must find a way to get into this...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Medlin on January 26, 2016, 07:23:26 AM
I think killer Ronald could use a chainsaw. Or gun firing chainsaws.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on January 26, 2016, 10:42:25 AM
I'd advice on him doing contact damage only if you jump, for tall characters to be able to walk under him.

It could also be impossible or nearly impossible to stop him for putting the puppets on those "cages", but that's as much as I know about him, haven't played DoS.
I think its better to turn off puppet master contact damage,because its greatly hindering when trying to destroy puppet doll
In DoS puppet doll can be destroyed by 2 hits in normal and more in harder difficulty,I suggest to not speed up the puppet placement
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on January 26, 2016, 10:47:45 AM
Quote
Well, I don't remember how hard the icycles used to hit, but were the hits from the first and second hits buffed to balance out the damage?

Yep, 4 hits in hard difficulty to be exact, and by ANYTHING, even subweapons or spells.

Will it be possible to implement though? I think there was something in CV Fighter which was set to amount of hits but I'm not too sure.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 26, 2016, 11:10:13 AM
So far, I can only think of a few viable subweapons for Killer Ronald, if we're going with pre-made:

Bwaka Knife
Axe Armor soul, Lvl.1 (It's not really knife-like, but that can be modified)

Eh, we don't really have much options. Which brings me to this; The entire adaptation of a Killer Ronald came from these series of videos, and so did the possibility of more subweapons. Please consider that these are a bit disturbing and cringe-worthy, so click and view at your own discretion.

(click to show/hide)

I guess we can get some ideas from this.

I'll see if I watch this later, but just by the thumbnails, it looks really weird, lol.

Quote
Here's Rusty's preliminary walking sprite. I have yet to add the hair or body movement yet, though. Just checking on progress.

So is her whole sprite sheet going to have long hair now?

Quote
Montano has a Rasgar Skin? Whoa. I must find a way to get into this...

That's probably because Montano is only here because of him, and that Montano is one of his favorite characters, lol.

I think killer Ronald could use a chainsaw. Or gun firing chainsaws.

Maybe his anti air could be a special input where he juggles chainsaws lol.

I think its better to turn off puppet master contact damage,because its greatly hindering when trying to destroy puppet doll
In DoS puppet doll can be destroyed by 2 hits in normal and more in harder difficulty,I suggest to not speed up the puppet placement

Well, do keep in mind that movement and zoning are strong in this game, so destroying the puppet dolls while being away would theoricaly not be that hard, also I'm pretty sure everyone will be able to backdash through the puppets since they'll be helper objects, and you can backdash through those (Don't change that Serio, that'd make Paranoia a bigger pain in the ass if it was removed lol).

Yep, 4 hits in hard difficulty to be exact, and by ANYTHING, even subweapons or spells.

Will it be possible to implement though? I think there was something in CV Fighter which was set to amount of hits but I'm not too sure.

Dracula's "Playtime is over" attack has a set ammount of hits to be interrupted, but I'm not sure if that can be put with helper objects.

I can see Maxim, Sakuya, Reimu, Soma, and anyone with a whip spin easily rekking Puppet Master's dolls if the 4 hits destroy the dolls is put lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on January 26, 2016, 11:55:09 AM
number of hits is easily done. all i have to do is set up a variable with specified number on creation, then subtract 1 from it each time it's hit and destroy when it reaches 0.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 26, 2016, 01:35:49 PM
The long hair is just there mostly by default, from the resized sprite sheet. It will be fixed when I put in all of the additional movements.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on January 26, 2016, 02:05:49 PM
Montano has a Rasgar Skin? Whoa. I must find a way to get into this...

That's probably because Montano is only here because of him, and that Montano is one of his favorite characters, lol.

Apparently they were considering putting Montano in before I got here, I'm just the one who ripped his sprites and all that. For a long time, I had a recolored Montano mugshot as my avatar on this forum, and I was able to get Serio to make that one of the palettes for Montano once he got added to the game.

I don't think anyone would have any objections if you made a color scheme or two for Rusty (or whoever) once you finished the sprites.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 26, 2016, 02:08:04 PM
That's a rather interesting incentive. Determination.

Speaking of determination....

I've been entertaining the idea of Sans from Undertale as a joke character sometime. He won't have a moveset as of yet, but it's probably a given that he'll be stronger than Ronald, at least.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 26, 2016, 07:14:35 PM
That random "Determination" at the end of the sentence made me suspect that you've played Undertale, made me also think you'd suggest someone from there eventualy, I didn't expect to actualy be right about the second one though lol.

Anyway, calm down with the characters additions, you're already working on two versions of Ronald, Dario, Rusty, and maybe Slogra/Gaibon, finish those projects calmly then focus on other things.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 26, 2016, 07:28:57 PM
Alright. Its just...Characters! Everywhere! There's so much things to do, and so little time (even if there's not really a time limit) lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 26, 2016, 09:39:45 PM
Alright. Its just...Characters! Everywhere! There's so much things to do, and so little time (even if there's not really a time limit) lol.

Well, think like this: If you work on too many characters at once, eventualy, the next beta might be out, and it wouldn't really be a good thing if none of the characters you are working on have enough sprites to even be a decent addition.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 26, 2016, 11:14:28 PM
Rusty has shorter hair, and body movements. I'm not really sure whether the hair should move, because she's in her walk cycle.

EDIT~

Rusty's preliminary stand-whip sequence. (It could be finished.)

FURTHER EDIT~

Rusty's preliminary crouch-whip sequence. (It could be finished.)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 27, 2016, 01:14:01 AM
Rusty has shorter hair, and body movements. I'm not really sure whether the hair should move, because she's in her walk cycle.

Well, most walking characters with long hair have some hair movement, exceptions are SotN Richter and Juste, I'd advice to use Juste as a refference since he has similar hair length, and similar walking animation (Because even if the hair itself won't move, it'd need to be shown at different angles because of the shoulder movement).

Her right shoulder is not moving at all, compared with her arm movements and the movement from her left shoulder, it looks odd.

Also, her boobs look significantly smaller when walking and when attacking with the whip compared to when she's running on the other sprite sheet.

Quote
Rusty's preliminary stand-whip sequence. (It could be finished.)

There's a lone piece of hair at the lower part of her back that just looks like it's not connected to the rest of her hair.

Her right boots, it looks like parts of it at the sole disapear when she goes forward, noticeably the heels, also, in both of those sprite sheets, it looks like there are heels on the forward part of her boots, below where her toes would be.

Edit: The crouching whip animation, similar problem as before, left leg looks shorter when she's crouching, again, compare to Simons' crouching animation, legs stays the same height, but he still has a relatively low crouching position because of the way he crouches, Rusty could just be closer to the ground, lower her ass more so it's closer to her right leg, her right leg could also be a bit more stretched, either that or change the position of her feet, because while it looks like she moved her leg more into the background's direction, it doesn't look like her feet is facing the same direction.

It would look weird for her right leg be the one forward when she does the standing whip attack, then when you do the crouching whip attack she suddenly switches legs, but since you make her face different directions when attacking, each one could be used in a different side. (That "ribbon" on her leg would need to change legs though).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 27, 2016, 01:19:37 AM
Upward whipping animation (This isn't necessarily finished, I just needed to post this to work on the faults of the other sequences.)

EDIT~

Made her breasts larger in the walking sequence, and added some hair movement.

[quote author=Lukmendes link=topic=1383.msg12883#msg12883 date=145385724
Edit: The crouching whip animation, similar problem as before, left leg looks shorter when she's crouching, again, compare to Simons' crouching animation, legs stays the same height, but he still has a relatively low crouching position because of the way he crouches, Rusty could just be closer to the ground, lower her ass more so it's closer to her right leg, her right leg could also be a bit more stretched, either that or change the position of her feet, because while it looks like she moved her leg more into the background's direction, it doesn't look like her feet is facing the same direction.
[/quote]

The left leg appearing shorter is probably from the sprite sheet, her knee is intended to be facing towards the viewer instead of parallel to the other player.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on January 27, 2016, 03:09:51 AM
Upward whipping animation (This isn't necessarily finished, I just needed to post this to work on the faults of the other sequences.)

Besides that broken forearm in frame 2, her right leg just suddenly changes position in frame 5, it also happens with the left leg, but it's more subtle, the movement with her legs isn't as "fluid" as the movement with her whipping arm, her forearm also looks like it gets shorter while she's liflting it in frames 3 and 4, which would be okay if she was lifting it in a motion similar to hammering while facing the camera, but with the position her arm is, she isn't doing that.

The walking animation, it looks like her right shoulder "twitches" when it's forward, and it immediately starts to move backwards, considering how much she puts her right shoulder backwards when walking, it's only look natural for her to put her right just as much forward, but she stops half way through, her walking animation also looks "stiff", well, her arms and shoulders which look stiff.

Quote
The left leg appearing shorter is probably from the sprite sheet, her knee is intended to be facing towards the viewer instead of parallel to the other player.

I don't think that'd be the case, knee facing more towards the player wouldn't really change the leg's length, it just looks shorter:

(http://i.imgur.com/4hjRsDj.png)

Now that I pay attention to it, her heels disapear when she's crouching, which I guess it's part of the reason why her leg looks shorter, but even if you move the crouching Rusty a bit higher for her feet to be closer to the level of standing Rusty's feet, crouching Rusty's leg still looks shorter.

Post Merge: January 27, 2016, 10:56:44 AM
Also, just noticed, Rusty attacks with her right arm with the regular whip attack, but she switches to the left arm when doing an upwards whip attack.

Edit: Huh, I didn't notice she did the same thing in the game lol, she also always used the same arm no matter what side she was facing.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 27, 2016, 05:05:03 PM
Revised.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 27, 2016, 06:41:02 PM
Revised.

Her thigh looks bigger on the crouching attack, and on the frame 3 of her upwards whip attack (Her right thigh), also, in that same frame her forearm looks shorter.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 27, 2016, 07:26:29 PM
Shouldn't the thigh be bigger by default?  When someone kneels, the thigh gets flattened a bit...or at least I think so.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 27, 2016, 07:56:22 PM
Shouldn't the thigh be bigger by default?  When someone kneels, the thigh gets flattened a bit...or at least I think so.

Yeah, but that happens when the leg touches the thigh, which is not really what's happening with Rusty, and even when that happens, it looks like the thigh gets a bit thicker, and the difference wouldn't be that big, in Rusty's case, it looks like her right thigh got more mass.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Miguel on January 27, 2016, 10:55:39 PM
Upward whipping animation (This isn't necessarily finished, I just needed to post this to work on the faults of the other sequences.)

EDIT~

Made her breasts larger in the walking sequence, and added some hair movement.

[quote author=Lukmendes link=topic=1383.msg12883#msg12883 date=145385724
Edit: The crouching whip animation, similar problem as before, left leg looks shorter when she's crouching, again, compare to Simons' crouching animation, legs stays the same height, but he still has a relatively low crouching position because of the way he crouches, Rusty could just be closer to the ground, lower her ass more so it's closer to her right leg, her right leg could also be a bit more stretched, either that or change the position of her feet, because while it looks like she moved her leg more into the background's direction, it doesn't look like her feet is facing the same direction.


The left leg appearing shorter is probably from the sprite sheet, her knee is intended to be facing towards the viewer instead of parallel to the other player.

Its possible to make her right breast of the sprites number 4,5,6,7,8 with the same size of the others? the thing looks more flat compared with the others.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 27, 2016, 11:22:27 PM
If you're referring to the walking animation, it's probably a byproduct of the body movements.

EDIT~

The crouching whip and upward whip, with slight modifications.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 27, 2016, 11:44:43 PM
Looking good.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: FinnishFlame on January 27, 2016, 11:46:00 PM
iei :D

EDIT~

Rusty's revised walking sequence, and the crouching animation (and crouch with whipping.)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 28, 2016, 12:46:23 AM
That walking animation, the right shoulder needs to move, just a bit to make her walking animation look less "robotic".

Rest looks good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 29, 2016, 04:48:44 PM
Walking sequence. In not sure if I put enough shoulder movement though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 29, 2016, 06:22:12 PM
Those Ronald videos made me cringe like hell... but oh well, only things he uses on those videos were a handgun, a chainsaw, a knife, a piece of wood with fire at it's tip, and hamburgers which he throws with telepathy... yep lol.

I don't really like the idea of giving him a handgun or telepathy, rest is okay I guess, chainsaw is the weirdest for him to have though lol.

Walking sequence. In not sure if I put enough shoulder movement though.

Well, it looks more natural now, still odd that the right shoulder doesn't move forward like the left should does.

That aside, from frames 4 to 5 it looks like her right arm skips part of the animation, the arm was moving slowy on the other frames, so that "skip" looks odd, same happens on frames 6 to 7, it's also odd that she's lifting her arm a bit on frames 5 and 6, while on the other frames her arm is stretched.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 29, 2016, 09:00:32 PM
Well, we could also have him throwing grease at people...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 30, 2016, 05:19:32 PM
Well, we could also have him throwing grease at people...

Yeah, maybe it could work like holy water, but would it be a special input or a sub weapon?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 30, 2016, 07:48:33 PM
It would probably depend on how strong/weak it is. Like if it was a chargeable move, you could...throw more grease? Otherwise it could probably just work like a hloy water, except it would spread in both directions instead of forward, just to give weapon diversity.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 30, 2016, 08:06:03 PM
Well, an up-close sub-weapon which is thrown both forward and backwards is only really useful against Medusa, maybe against Rusalka, Akmodan and Great Armor as well, against the other bosses, there isn't really a situation where you'll put yourself with your back turned to them (Medusa, you can use it when she uses the big beam, the others, just backdash in their direction during a specific attack, use the grease, then super jump away).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 30, 2016, 08:12:20 PM
The best bet would most likely be the holy water subweapon; if we have spots to full on the special input then we could just stick it there.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 30, 2016, 08:17:31 PM
The best bet would most likely be the holy water subweapon; if we have spots to full on the special input then we could just stick it there.

Well, does killer Ronald has any special input or sub weapons? lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 30, 2016, 08:24:38 PM
Not really at the moment. Unless his primary attack button(s) could be set as a burning plank of wood, or a chainsaw. I'm not really sure the chainsaw has a specific niche - it's stronger than a plank of wood but can't really be integrated into a subweapon without throwing it, and isn't suitable as a special input.
I think perhaps he could summon macabre versions of his sidekicks as well...
Except maybe Hamburgular, which he killed, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 30, 2016, 08:37:20 PM
Not really at the moment. Unless his primary attack button(s) could be set as a burning plank of wood, or a chainsaw. I'm not really sure the chainsaw has a specific niche - it's stronger than a plank of wood but can't really be integrated into a subweapon without throwing it, and isn't suitable as a special input.
I think perhaps he could summon macabre versions of his sidekicks as well...
Except maybe Hamburgular, which he killed, lol.

Well, I made a joke-suggestion for him for a possible use for chainsaws a while ago:

I think killer Ronald could use a chainsaw. Or gun firing chainsaws.

Maybe his anti air could be a special input where he juggles chainsaws lol.

If not, it could maybe be a multi-hit normal, or a multi-hit special move, with jumps and backdash cancels.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 31, 2016, 07:22:49 PM
Would this be enough arm movement?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 02, 2016, 03:18:27 PM
The problem is her right shoulder's movement, it doesn't move at all, try to make it move like Jonathan's on Hammer's, they don't move their shoulders so much (Others move the shoulders until you can see parts of their backs, those two don't), so you wouldn't need to redraw each frame.

I know it sounds annoying for me to pester you so much about the right shoulder, but again, the problem here is the way she walks, you can see her left shoulder moving while she walks, and in contrast, the right shoulder doesn't move, and it looks a bit odd, shoulder movements generaly need to match with each other to not look weird (Exceptions would be in a case like, the character moves only one arm while moving).

So, my idea of Rusty is to make her more or less, the opposite of a generic whip user, the generic whip user are characters who can be very econonimal with MP, are better at up-close range because of their normals, f,f attack, holy water and cross, pretty good anti air with the axe, and very solid projectile destruction with whip spin.

The opposite of that would be making Rusty be more zoning heavy, since the generic whip user only zoning tool is the dagger, which, although it's not bad, it's just not as strong as the zoning tools from other characters.

Her bird could be her sub weapon, the more shot upgrades you get, the more you can summon, track the opponent and hit twice.

Y button could be a stop watch, but maybe a different one, which can be activated for as long as you have MP, or simpy by pressing Y to deactivate it, that way she could use it more freely, like against Richter, to score more damage against him momentarily then deactivating to not waste too much MP, or to avoid his Grand Cross.

qcf attack could be her throwing 3 magic orbs upwards, they could be destroyed in one hit and do high damage, no backdash or jump cancel to compensate for the high damage, maybe it could use her upwards whipping attack animation, which her arm shining briefly before using it, maybe she could have another version of it where she throws the magic orbs forward, which would make her zoning better.

up,qcf attack, it could be her "keep away" move, I have two ideas for this, one could be her making magic orbs leaving the ground near her, one after the other, but the orbs don't go very high, to not make it too much of an anti air, maybe mashing could make her summon more while wasting more MP, another idea could be her summoning a big magic orb in front of her, which stays there for a few seconds, doing high damage, I kind of advice to use the first one since the second one is a Yoko's up,qcf attack rip off now that I think of it lol, regardless, no backdash or jump cancel, and if she can use them in the air, if first one is used, it should stay on the ground (On VS this could be interesting, she could be at super jump height, and use it to hit the opponent on the ground, that could also be done against bosses, but I'm not sure if that would work well).

The rest of the moveset, what I suggested before, f,f+A attack being like a generic whip user's f,f attack, maybe doing only physical damage, f,f+C an upwards version of it, b,d,f being the activation of her invincible mode, the last one, dunno what to do, if it has no start up then it needs to waste as much as Marias' invincible mode, but if it has a charge time, then it needs to either waste less MP if it's activated for the same ammount of time, or waste the same ammount if it's activated for significantly longer.

Next, Ronald, I don't really have ideas for inputs though.

qcf attack will be his Spatula attack, up close, fast, maybe backdash cancelable.

The other inputs should be used for the other McDonalds characters

Hamburglar, there's an old commercial where he uses a giant slingshot to try to steal hamburguers, maybe he could do something like that, he could be thrown from a giant slingshot with a bag, and he tries to get projectiles along the way, the more projectiles he gets, the more damage he does when he hits the enemy, the bad would need to be big to give him consistency at getting projectiles

Grimace, not sure, maybe throw a spoiled milkshake at the enemy, or maybe if you summon him, he just sits there for a while, drinking milkshake, and if you hit him, he'll get angry and throw it, and the earlier he's hit, the more damage it does, either way, could be a single fast hit which tracks, maybe it would need to waste more MP on VS though.

Birdie could be a chargeable attack, theh more you charge, the more she throws something, maybe something from the breakfast menu.

His item crash, I think it was supposed to be one where he throws a gigantic sparkle upwards, which then "explodes" and falls on the ground.

With this kind of moveset, Ronald would end up being more of a zoning/keep away character (Specialy since he already has a good keep away tool with the fry kids) so I think Killer Ronald would need to be the opposite, I would also advice on nerfing his hamburguers anti airs after he gets a complete moveset to not make it outclass his other tools.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 02, 2016, 06:02:33 PM
When making sprites for Rusty's whip, should I maintain the original color scheme/shape or change it? I understand we're trying to keep things authentic, but the color scheme as of now is only two colors and the whip shape is very simple. Perhaps I could recolor the vampire killer and modify the shape a bit?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 02, 2016, 07:30:41 PM
When making sprites for Rusty's whip, should I maintain the original color scheme/shape or change it? I understand we're trying to keep things authentic, but the color scheme as of now is only two colors and the whip shape is very simple. Perhaps I could recolor the vampire killer and modify the shape a bit?

I'd rather she keeps her leather whip, maybe you could add more details like a hilt for her whip, it does have one in the cutscenes after all:

(http://i.imgur.com/7g178Ke.png)

I shouldn't be this big though, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 02, 2016, 08:37:42 PM
As of the time being, do Dario's sprites need any working on, besides his running sprites (which will be tweaked eventually)?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 02, 2016, 08:49:46 PM
Maybe his punch, but just to make him step more forward for the punch to have more range, otherwise it wouldn't be really useful.

Besides that if he's supposed to have Grenades as one of his sub weapons, then he lacks animations for that, his fireball throwing animation doesn't really work for that, unless he's supposed to throw it with more strength put on it than let's say, Hammer, but that would end up making it a semi zoning tool.

Also, that super jumping pose, he'd look weird doing that pose while super jumping, unless maybe he has flames around him while doing it, but even so, it'd look weird since that pose would be better for flight (Dunno why I didn't notice that before, lol).

Edit: Forgot to mention, he'll also need backdash frames.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 03, 2016, 11:33:24 PM
Whipping Sequence (With Whip)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 01:11:15 AM
The whip looks weird, on the second frame, it's thicker and thinner in some parts of it, same for frame 3, in frame 5 parts of the whip just disapear, making it look much smaller, and on the last one the whip suddenly stretches and becomes bigger than in any other frame.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 04:41:39 PM
I don't know if there such a thing as too much sprite references, and I know I'm already more or less tied up, but could Celia's 'crucified' sprites be used anywhere in this game?
I could have put this in General Suggestions, but I just put it here because it would be more fitting.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 04:50:16 PM
I don't know if there such a thing as too much sprite references, and I know I'm already more or less tied up, but could Celia's 'crucified' sprites be used anywhere in this game?
I could have put this in General Suggestions, but I just put it here because it would be more fitting.

Don't think sprite refferences are a bad thing, I mean, Hugh's slide is based on Nathan's, Carrie's slide and I think her running animation are based on RoB Maria's, Hammer's backdash is based on Julius', among possible others, but, what use would a sprite based on Celia's crucified frame have?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 04:58:13 PM
I meant using the sprites themselves, like in somebody's item crash, or a special feature(?) in the Abyss. Otherwise I'm not sure how this could be implemented, but if Celia isn't playable and won't be, it would be interesting to at least have some kind of allusion to her.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 05:07:18 PM
I meant using the sprites themselves, like in somebody's item crash, or a special feature(?) in the Abyss. Otherwise I'm not sure how this could be implemented, but if Celia isn't playable and won't be, it would be interesting to at least have some kind of allusion to her.

But who would summon a crucified Celia for an item crash? lol.

The closest I can imagine is her turning into Menace when he's introduced, but that could just look weird if Dmitrii isn't there, and Menace will probably show up the same way he does in HD, or maybe the Abyss could have a different version with her crucified in there, kind of like Dracula/Remilia are sitting in their thrones when you fight anyone that isn't them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 05:12:48 PM
The last two could possibly happen, perhaps she's in there like Dracula or Remilia, but only turns into Menace when you actually fight him. But that'll probably need a storyline.explanation. perhaps we could have Dmitrii make a short, periodic part, making him phase in and die or something.

Or perhaps Celia's there regardless, and there's an animation with Dmitrii bragging or something, and then turning into Menace. If you fight him before, perhaps the player decides to spare Dmitrii the first time, like he's a 'pitiful human' and then you meet him again in the Abyss.
'You again??'
'Oh yes. And it's time for me to slaughter you!' or something like that.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 05:35:19 PM
The last two could possibly happen, perhaps she's in there like Dracula or Remilia, but only turns into Menace when you actually fight him. But that'll probably need a storyline.explanation. perhaps we could have Dmitrii make a short, periodic part, making him phase in and die or something.

Or perhaps Celia's there regardless, and there's an animation with Dmitrii bragging or something, and then turning into Menace. If you fight him before, perhaps the player decides to spare Dmitrii the first time, like he's a 'pitiful human' and then you meet him again in the Abyss.
'You again??'
'Oh yes. And it's time for me to slaughter you!' or something like that.

Dmitrii being spared by everyone would be weird, any of the Belmonts would have zero reason to spare someone who could potentialy become a threat,  the characters who actualy met him would do the same, and also evil characters.

He could just escape though, a possibility for that could be Celia suddenly showing up after the fight and saving Dmitrii, and teleport with him saying they'll find a way to kill the character to stop them from reaching Dracula (Not out of fear of the character killing Dracula, just wanting to be useful and to not let anyone bother Dracula), that way it could have a decent set up for Menace showing up later in a story tier, but Dmitrii would need to have no memories about turning into Menace in DoS, Celia probably wouldn't mind to turn into a ugly gigantic monster for Dracula, but Dmitrii, I doubt he'd try the same thing which failed before and made him lose control of himself twice, specialy when facing Soma who was able to kill Menace.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 05:41:52 PM
Dmitrii died just before he turned into Menace, I would assume, so even if Dracula resurrected him he'd probably have no memory of it. Perhaps he could try to turn Celia into Menace, because he'd want to see his 'power at work' or some hubris. And then maybe, in a twist of fate, assuming that the host cannot control Menace, Celia kills Dmitrii in a gruesome display of betrayal or something.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 05:54:07 PM
Dmitrii died just before he turned into Menace, I would assume, so even if Dracula resurrected him he'd probably have no memory of it. Perhaps he could try to turn Celia into Menace, because he'd want to see his 'power at work' or some hubris. And then maybe, in a twist of fate, assuming that the host cannot control Menace, Celia kills Dmitrii in a gruesome display of betrayal or something.

But Menace was only born because Dmitrii tried to control a power he couldn't, since he didn't know that his copied power of dominance was weaker, so him forcing Celia to turn into Menace wouldn't be possible, specialy since he wouldn't remember about Menace.

For this to work it'd need to be the same thing that happened in DoS, since Dmitrii is the reason why Menace came to exist, Soma could actualy mention that Dmitrii tried that before and it failed, but Dmitrii could just not believe him in case he doesn't remember failing to begin with.

But of course, Menace would need to be put in a story tier first, since the "arcade mode tiers" doesn't mention at all where he'll be put.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 06:03:46 PM
Just so I can suggest a place for Menace, is there a thread with the boss's order? I feel strange asking this, I should know this, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 06:16:55 PM
Just so I can suggest a place for Menace, is there a thread with the boss's order? I feel strange asking this, I should know this, lol.

http://serio.piiym.net/cvbla/board/index.php?topic=216.0

I can see Menace being either in tier 5, or 6, or 7, 5 and 7 are story tiers, 6 is a non story tier, but that's where Galamoth will be, so I also can see Menace in there.

If MUGEN 1.1 is ever released within this lifetime, then there won't be any problems with where to put Menace and possibly other bosses, since there'll be 30 tiers instead of 10.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 06:22:49 PM
I can see him in tier 6, with all the other monsters, but I can also see him in tier 7, which could possibly make the illusion of suprise with a tier full of mostly humanoid people. Because tier 7 is a story tier, he would most likely be in there, if We want a story-linked encounter.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 06:38:55 PM
I can see him in tier 6, with all the other monsters, but I can also see him in tier 7, which could possibly make the illusion of suprise with a tier full of mostly humanoid people. Because tier 7 is a story tier, he would most likely be in there, if We want a story-linked encounter.

Well, that's up for Serio to decide, weird that it wasn't discussed where to put Menace though (At least not as far as I've seen).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 07:42:58 PM
Heres an updated Dario SuperJump. Not sure if this is acceptable, though, so I made a short, three-framed animation. Maybe it could be like Jonathan's SuperJump as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 08:16:51 PM
Heres an updated Dario SuperJump. Not sure if this is acceptable, though, so I made a short, three-framed animation. Maybe it could be like Jonathan's SuperJump as well.

By the position of his arms and legs, it looks like he's taking a nap, lol.

The thing that makes it look like he's taking a nap is that his body looks "relaxed", doesn't look like he's putting effort in doing something like a super jump, I think he could stretch one of his legs more, super jump is the character putting more force in their legs to jump, so a more stretched legs shows that extra effort.

His right arm could be lower, to take out part of this "taking a nap" impression, left arm could be a bit more strectched to do the same + look better as a jump uppercut.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 09:34:51 PM
Revised to make him look more stressed. Also gave him arm movement.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 10:00:20 PM
Revised to make him look more stressed. Also gave him arm movement.

Looks good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 04, 2016, 10:03:04 PM
So I messed around with Rusty's whipping sequence, and apparently I was missing a frame. I have yet to animate it yet, so anything could be wrong with this.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 04, 2016, 10:18:07 PM
So I messed around with Rusty's whipping sequence, and apparently I was missing a frame. I have yet to animate it yet, so anything could be wrong with this.

Besides frames 2 and 3 having the same problems as before, the whip just looks thinner in frames 5 and 6, the way the whip is stretching is also too close to her head, with the way she's swinging that whip, it should be going above her head.

Also, this whip looks really short, should've said that the whip in the other frames should've become longer to match the whip on the last frame of the previous sprites, sorry.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 05, 2016, 05:27:52 PM
I made sure the whip was equal length throughout the sequence, and added motion effects.

By the way, doesn't Nathan's punch stay at extremely short range?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 05, 2016, 06:08:07 PM
I made sure the whip was equal length throughout the sequence, and added motion effects.

I think motion effects should be separated, but I'm not sure...

By the way, what's the whip's length when compared to the vampire killer? She might need to hit a bit harder to compensate if it's too short, it depends on how good her zoning ends up being...

Quote
By the way, doesn't Nathan's punch stay at extremely short range?

Yes, which is why it's only usable against like, 5 or 6 bosses on the whole game, it's probably much better on VS though, slide, short jump into 7 air punches and then f,f attack is a pretty good combo, that if you can hit the slide right before you jump that is.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 05, 2016, 06:27:18 PM
Dario spritesheet. Added grenade animations (although it seems a bit choppy),  backdash animation, and modified the running sequence. Also rearranged the sheet and added a 'special section'.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 05, 2016, 07:22:44 PM
Dario spritesheet. Added grenade animations (although it seems a bit choppy),  backdash animation, and modified the running sequence. Also rearranged the sheet and added a 'special section'.

Dario's upper body is going too backwards during that backdash, he's also crouching a bit too much, liftig him up a bit and putting his upper body more forward to look better.

The grenade throwing animation would need more sprites between the third and fourth frames.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 06, 2016, 02:56:52 AM
just one with motion blur for his arm would be enough.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 06, 2016, 04:46:25 PM
Fixed the problem, but added a couple of frames, unfortunately before I got the
just one with motion blur for his arm would be enough.
message. It'll probably be fine, or could be replaced by a blur in the future.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 06, 2016, 06:00:01 PM
Fixed the problem, but added a couple of frames, unfortunately before I got themessage. It'll probably be fine, or could be replaced by a blur in the future.

Looks good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 06, 2016, 06:05:42 PM
Regarding Rusty's walking sequence, should her right shoulder pad be visible? I'm sorry, I looked at Jonathan's walk cycle but I'm not quite sure I got the right meaning. I may have thought 'shoulder movement' meant making the shoulder temporarily visible.

EDIT~

Will the orbs themselves need sprites? I'm probably going to assume that they'll be blue.  I guess I'll start working on her subweapon sprites now.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 06, 2016, 06:26:24 PM
Regarding Rusty's walking sequence, should her right shoulder pad be visible? I'm sorry, I looked at Jonathan's walk cycle but I'm not quite sure I got the right meaning. I may have thought 'shoulder movement' meant making the shoulder temporarily visible.

I mentioned Jonathna's walking cycle because he doesn't move his shoulders much, for comparison.

The problem with Rusty's walking animation now is just that her right shoulder doesn't move at all, and you can see her left shoulder moving, which looks odd, that's it, one can walk while moving the arms without moving the shoulders, but she walks in a way that moves one shoulder, but not the other, and it looks odd.

The way she should be moving her right shoulder would make her show her back a bit, kind of like Juste's walking animation, but with less shoulder movement.

Quote
Will the orbs themselves need sprites? I'm probably going to assume that they'll be blue.  I guess I'll start working on her subweapon sprites now.

Maybe we could just use the original orbs and shrink them a bit, but maybe it wouldn't look good, if so, just make a smaller version of her orbs, more or less the size of Shanoa's Grando should be fine either way.

Also, are you guys okay with the moveset I suggested on page 14? 'Cause there's both up,qcf moves I've suggested, and dunno which one could be used (Unless both could be used, with one replacing the generic whip user f,f attack, which would really make her have an inferior melee game when compared to a generic whip user), there's also the moveset I suggested for "regular" Ronald there.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 07, 2016, 12:02:44 AM
Whipping sequence (with whip included) as well as miscellaneous effects that could be applied to either Rusty or Ronald (or both).

EDIT~

Walking Sequence. Rusty's back is showing now.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 07, 2016, 01:07:19 AM
Looks good.

Ronald's effects, I imagine them being the same thing as his normal on the item crash, but with more sparkles inside the circle, but something else could work too, but I think it'd need to follow the same idea as his sparkles.

So, that orb attack I suggested for her, the one which stays close to her, I think it could be her f,f attack instead of her copying the generic whip user f,f attack, and to make it different from Yoko's up,qcf attack, it could stay on the screen for longer, if it doesn't hit anything, but when it hits, it could have a set ammount of hits to do before disapearing, like, let's say, stays on the screen for 5 seconds if it hits nothing, but disapears in less than one if it does all the hits, maybe 2 or 3 fast hits would be good enough to have consistency.

Maybe it could travel a bit forward to have more chances of hitting something, and making it more useful for VS to not have range issues (Plus being a threatening hitbox getting in the way, that use would be bigger on smaller stages though).

That way the move wouldn't really be good to destroy projectiles, but the other move I suggested could do this instead, would need to go a somewhat big distance to have consistency though, I'm thinking more about Dracula's phase 2 projectiles and the wolves, but maybe the invincible mode could help with this too, maybe...

With this the majority of her moveset would be magic, with only her whip and bird sub weapon as the physical attacks, but I don't see that being a problem anywhere.

The stop watch suggestion I made, she'd need to have an animation to turn it off too, that's more of a worry for VS, I found out that if the stop watch is turned off and the character is still taking hits, the character will "go back to normal" on the combo state, which means, they could take at most 5 hits with stop watch activated, but if the stop watch is turned off while the character is still taking a combo, it'll return to 9 hits.

For the Ronald's stuff, the Grimace suggestion, the cup of milkshake he could be drinking from could be a really big one, to make it harder to avoid on VS when he throws it.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 07, 2016, 01:33:29 AM
Rusty's Birds.

EDIT~

Ronald's Grimace sprites. I may have made the milkshake or the spreadout area a bit too large though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 07, 2016, 05:53:58 AM
Ronald's Grimace sprites. I may have made the milkshake or the spreadout area a bit too large though.

The size is fine, he could look angried when throwing the milkshake though, and have frames with him drinking from it.

Could also have a version of the milshake cup being empty, deal shitty damage with said version lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 07, 2016, 05:03:35 PM
Added extra frames to Grimace.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 07, 2016, 05:27:40 PM
Looks good. What are the last two frames for?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 07, 2016, 05:34:39 PM
The last two frames could be for throwing the milkshake. Here's Hamburgular's sprites.

EDIT~

Rusty's spritesheet, as of now. I'll still need to switch the sides (of the ribbon on her thigh).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 07, 2016, 09:30:24 PM
The last two frames could be for throwing the milkshake.

Is it the "middle" part of the animation? Doesn't look like he's throwing anything.

Quote
Here's Hamburgular's sprites.

Would be better for the bag to not be transparent, to not look weird when he "catches" a projectile and nothing is inside of it.

Quote
Rusty's spritesheet, as of now. I'll still need to switch the sides (of the ribbon on her thigh).

Looks good.

For the moves I suggested, the orb which stays near her it could be her putting one arm forward with her palm open, the other, it could be her lifting her arm, more of less like this:

(http://i.imgur.com/eyJJrWn.png)

We'll also need to decide on what pose she's going to make when charging and using her item crash, she just does her normal pose when using it on her game, and maybe give her a slide.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 09, 2016, 04:51:22 AM
Revised Grimace and Hamburgular. For Grimace, those two frames was supposed to be an extremely sudden movement, like he just flings his arms up and the milkshake flies through the air. However, I added two more frames anyway. I based the animation on the fact that Grimace is only comparable to a purple blob with legs, so I made the animation as such.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 09, 2016, 07:03:43 PM
Revised Grimace and Hamburgular. For Grimace, those two frames was supposed to be an extremely sudden movement, like he just flings his arms up and the milkshake flies through the air. However, I added two more frames anyway. I based the animation on the fact that Grimace is only comparable to a purple blob with legs, so I made the animation as such.

Well, with that animation it looks like the milk shake would go up then down, instead of being a move which tracks, but I guess his arms movements are too subtle for something like that to be noticeable.

For Hamburglar, he could have some frames where he walks backwards, to stretch the elastic band, and I think he could hold the bag closer to his body, the bag could be bigger too (To be effective as a projectile catcher which has it's damage raised, consistency is needed).

Also, Dario is almost done right? Only thing missing are the rest of the frames for his punch, and some extra frames for his jump for a double jump animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 10, 2016, 12:32:54 AM
For Dario's punch, I moved his upper body forward a couple of pixels. I'm not really sure if that counts though.
I'll finish the jump. Does he need falling sprites to accompany the jump? I'm not really sure I put those in yet.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 10, 2016, 12:41:29 AM
For Dario's punch, I moved his upper body forward a couple of pixels. I'm not really sure if that counts though.
I'll finish the jump. Does he need falling sprites to accompany the jump? I'm not really sure I put those in yet.

Well, when falling, just his jacket could go up and down a bit, he could also do a slightly different pose, but that's not really necessary.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 10, 2016, 01:57:22 AM
Done! I think...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 10, 2016, 02:40:48 AM
Could you make the jump, super jump and grenade throwing animations into gifs? To see how they'd look.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 10, 2016, 03:45:40 AM
Here they are:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 10, 2016, 03:48:05 AM
Here they are:

Just the grenade throwing one looks odd, he should be moving his body when throwing a grenade.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 10, 2016, 10:46:55 PM
Edited. His jacket, arm, and body all move a bit now.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 10, 2016, 10:54:43 PM
Looks pretty good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 10, 2016, 11:10:43 PM
Does this mean...Dario's done?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 10, 2016, 11:15:01 PM
Does this mean...Dario's done?

Well, besides making a crouching and jumping version of the grenade throwing, there's still the rest of the punching animation to be done (though it could be only one extra frame, two at most, that punch should be fast), and I'd like to see how that backdash would look.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 11, 2016, 02:09:01 AM
Added crouching and jumping Grenade throw, and revised the punch (I knew it was a bit off) to add more leg movement and a stance.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 11, 2016, 02:25:46 AM
Added crouching and jumping Grenade throw, and revised the punch (I knew it was a bit off) to add more leg movement and a stance.

That motion blur is unfitting with the movement he's making, his fist is around stomach level and when he punches, it's around the head level, but the motion blur makes it look like the punch started from the head level.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 11, 2016, 02:27:30 AM
Could I perhaps just take away the blur? Here's the GIF:

EDIT~

Preliminary Backdash:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 11, 2016, 02:50:19 AM
Could I perhaps just take away the blur? Here's the GIF:

Well, yeah, just the blur was the issue lol.

Quote
Preliminary Backdash:

Looks good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 11, 2016, 02:54:25 AM
so...anything else...?

EDIT~

Current spritesheet. Do you think it would be a good idea to put one of those 'give credit' things on it? The internet is a huge place, and frankly, I stumbled across my profile picture when looking for Dmitrii's sprites.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 11, 2016, 03:33:58 AM
If there's no more issues, you could start color separating so that alternate palettes won't be limited.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 11, 2016, 03:34:39 AM
How would that work? I could recolor the entire sheet, one color at a time, but I guess that would be too laborious.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 11, 2016, 12:19:27 PM
What program do you use? In Paint Shop Pro 7 there's a Color Replacer tool that makes the process somewhat less tedious.
Next time, it would be ideal if you started off with the sprites already color-separated, so you don't have to go back and separate the whole thing after you're done.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 11, 2016, 02:00:39 PM
An example of how the color separation works is here:

http://serio.piiym.net/cvbla/board/index.php?topic=15.945

on Mr Esturk's posts, but it just shows how it looks.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 11, 2016, 02:11:58 PM
I use mostly ms paint, but I can import into Piskel , which is online, to use a tool that allows me to to change all pixels of one color at a time. Does that work?

Edit~

So I just make all of the colors rather abstract in nature?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 11, 2016, 02:58:01 PM
Nah, you just have to do it so that certain elements of the sprites don't share colors. As it stands, your Dario sheet has elements that share the following colors:
You don't have to separate all of them if it's too troublesome, but do try to separate some of the major ones such as the hair sharing colors with the skin.
By the way, there seem to be minor color value variances on what should be the same colors that ended up jacking up the color count on your sheet, you might want to try fixing that as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 11, 2016, 03:40:20 PM
Would this list of colors include outlines?

And for instance, would different shades of one color become one color instead?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 11, 2016, 03:50:03 PM
Oh yeah, I just noticed that the outlines share a color with the jacket's inside.

And no, different shades should stay different shades. It's just that some of the colors that should be the same color have very slightly differing values. For example, 120/136/200 and 121/136/201. Visually the same blue, but different values.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 11, 2016, 10:03:12 PM
the grenade looks too relaxed in my opinion. he's just casually flinging it like a cigarette butt.

won't the punch have really bad range? should he have some kind of waves like the werewolf?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 11, 2016, 10:29:12 PM
won't the punch have really bad range? should he have some kind of waves like the werewolf?

It could have some flames which go a little farther to extend it's range like Dracul's Chaos Claws, but since Dario will have a more zoning/keep away playstyle, don't think he'll have to worry too much about his normals, on VS it should have less pushback than other normals though.

Anyway, I think his Y button could be the teleport, Y+A teleports him a mid distance and (A bit further than the distance Richter's up,qcf attack goes) Y+C goes a bigger distance, probably should be grounded only, and maybe the C version of his sub weapons could be the sub weapons powered up by his fire powers.

If/when Player Dracula is added, he could have a teleport too, working roughly the same as Dario's, only with the ability to use it in the air for better mobility.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 12:18:04 AM
How much colors do I need to cut it down to? So far, it appears to be an extremely daunting task. Is there a software that allows one to select a color range (11-11-11 to 22-22-22) and replace that with one color? That would help a lot.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 12, 2016, 12:22:41 AM
Just make sure that identical colors have the same values. Don't know anything that can help with that though, sorry.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 12:23:53 AM
Could I possibly make all the colors abstract, to make it easier?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 12, 2016, 12:30:34 AM
Eh, go right ahead, as long as the separation is clear so we can tell what's what.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 02:12:56 AM
finis. Currently at 28 colors (for the entire spritesheet).

EDIT~

Is there anything I should do at the moment, if this is done in the first place?

Further EDIT~

Rusty's falling sprites.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 12, 2016, 04:59:31 AM
the teleporting could also be one button forward, another backward, so it could be used to both quickly get closer or past enemy as well as a get out of danger in both directions.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 01:09:43 PM
Rusty's falling sprites.

If her hair is supposed to go up while falling, then more of it should go up, looks weird for the hair closer to her head to not go up like there's something covering it from the wind.

the teleporting could also be one button forward, another backward, so it could be used to both quickly get closer or past enemy as well as a get out of danger in both directions.

Sounds a bit redundant because you can just turn around to go in that direction (Input would be like, Y+back, then A or C), kind of like you can go backwards with Julius' invincible dash in by just doing a up,qcb input, only thing he wouldn't be able to do is escape from Medusa's big beam, since he'd momentarily need to turn around.

Then again, maybe he could have both, maybe if you press Y+A or C, for a few frames you can press the button for the other direction for Dario to be able to teleport to that direction while he's already teleporting (It'd have to be done before he fully disapears), not sure if that would be possible, but it wouldn't be such a big deal if it isn't.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 02:08:41 PM
I've decided to just make the sprites one-sided for now; that way I'll be able to create the other side sometime after Rusty's added.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 02:45:58 PM
I know you've got enough on your plate, but this idea popped into my head and I thought I would share.

With all this talk of Dario and Dmitri (and Dmitri possibly being playable), what if Celia could become a boss or a playable character? I know there isn't much to go on with her in-game abilities. We know she can teleport, use some kind of offensive magic (like what she used to kill the Mina doppelganger), and summon monsters. Would it be viable to build a moveset around summoning abilities? I know Charlotte has a few.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 02:54:23 PM
I know you've got enough on your plate, but this idea popped into my head and I thought I would share.

With all this talk of Dario and Dmitri (and Dmitri possibly being playable), what if Celia could become a boss or a playable character? I know there isn't much to go on with her in-game abilities. We know she can teleport, use some kind of offensive magic (like what she used to kill the Mina doppelganger), and summon monsters. Would it be viable to build a moveset around summoning abilities? I know Charlotte has a few.

Like what? Summoning regular enemies or dead bosses for a single attack (Like Shaft in RoB)?

I can imagine her not having much HP or high deffenses, which she compensates by very carefully teleporting around to avoid your attacks, which would make her waste MP, so you'd have to keep the offensive to get the hits, while also avoiding whatever she summons and that projectile she can throw, yeah, I guess it could work, but what would be her stage?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 02:57:05 PM
The throne room in DoS, or maybe the Pinnacle?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 02:59:49 PM
Just asking, does it have to be DoS related?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 03:01:28 PM
Like what? Summoning regular enemies or dead bosses for a single attack (Like Shaft in RoB)?

I was thinking more like summoning regular enemies, but the boss thing could be good too.

Quote
but what would be her stage?

I suppose it could be that town from the beginning of DoS where she attacks Soma...?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 03:02:24 PM
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I suppose it could be that town from the beginning of DoS where she attacks Soma...?

Or maybe dark chapel, seeing that she's from a cult?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 03:03:29 PM
I believe Dark Chapel would be Dmitrii's stage.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 03:07:31 PM
The throne room in DoS, or maybe the Pinnacle?

Don't think it's be such a good idea to use DoS' throne room since Somacula's throne room is nearly identical, but maybe a big corridoor from The Pinnacle would be fitting enough, or maybe the room where you fight Death in DoS.

Just asking, does it have to be DoS related?

Well, it'd be better for it to be, since it's the game where she's from.

I was thinking more like summoning regular enemies, but the boss thing could be good too.

Well, if it's regular enemies she could summon some annoying ones, like flying medusa heads, and/or Malacchi.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 03:09:35 PM
I think Mine of Judgement would be a better fit than the Pinnacle. It would be a fitting environment for, let's say a pentagram appearing in the air and then summoning a monster.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 03:13:16 PM
Quote
Well, if it's regular enemies she could summon some annoying ones, like flying medusa heads, and/or Malacchi.

Or like in the beginning of DoS where she spawns skeletons, armor knights, or golems. (or not, we need sprites for that. maybe replace the 2 with bonus stage enemies?)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 03:19:11 PM
Well, if it's regular enemies she could summon some annoying ones, like flying medusa heads, and/or Malacchi.

Yeah, I think regular enemies will be better. Probably with a focus on ones that do physical attacks, because I can't imagine she'd have many of her own.

So for some preliminary thoughts on her movelist - I think her normal could be the laser, like she shoots at Mina (https://youtu.be/271bW2l7muo?t=31s, 0:35). Maybe she could shoot straight ahead, and up at an angle like that, either with the alt attack or by holding up.

Then there's the teleport, whatever monsters are decided on, and perhaps this move of Drac's (https://youtu.be/Ylcv3KJl6O0?t=6m5s, 6:05) for an item crash? It kinda looks like something she would do, maybe with that animation where she raises both arms above her head.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 03:25:53 PM
Or like in the beginning of DoS where she spawns skeletons, armor knights, or golems. (or not, we need sprites for that. maybe replace the 2 with bonus stage enemies?)

Problem is that two out of three of those aren't threatening enough, lol, so she'd need to summon more powerful/annoying ones for them to actualy be of use.

So for some preliminary thoughts on her movelist - I think her normal could be the laser, like she shoots at Mina (https://youtu.be/271bW2l7muo?t=31s, 0:35). Maybe she could shoot straight ahead, and up at an angle like that, either with the alt attack or by holding up.

A full screen instant damage beam as a normal is just weird, lol, that's be more fitting as a "sub weapon".

I can imagine her doing an up close spell as a "Normal", something like, Ronald's sparkle, lol.

Quote
Then there's the teleport, whatever monsters are decided on, and perhaps this move of Drac's (https://youtu.be/Ylcv3KJl6O0?t=6m5s, 6:05) for an item crash? It kinda looks like something she would do, maybe with that animation where she raises both arms above her head.

Yeah, that as an item crash could work.

Problem would be trying to make a story, 'cause, y'know, she's gonna have to kill Dracula.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 03:33:51 PM
A full screen instant damage beam as a normal is just weird, lol, that's be more fitting as a "sub weapon".

I can imagine her doing an up close spell as a "Normal", something like, Ronald's sparkle, lol.

Makes sense.

Quote
Problem would be trying to make a story, 'cause, y'know, she's gonna have to kill Dracula.

Well it seems to me that she's not exactly evil, so much as really confused/misguided. She doesn't necessarily want Drac to be all powerful, she just wants to maintain "balance". So she could be trying to kill Uber Drac because now things are teetering too much towards the dark side.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 03:41:09 PM
Well it seems to me that she's not exactly evil, so much as really confused/misguided. She doesn't necessarily want Drac to be all powerful, she just wants to maintain "balance". So she could be trying to kill Uber Drac because now things are teetering too much towards the dark side.

That would create a contradiction between the Player Celia and Boss Celia though, unless they're just "What ifs" to each other, and the boss one just chose that path because she'd be afraid that it could have "too much light", while the other went that path because of "Too much darkness"

Player one might need to be from an alternate universe though, I know it can be annoying to create an universe just for that, but FinnishFlame was suggesting a while ago for Celia and Dmitrii to become Menace again, and, well, the doppelganger excuse on a Celia vs Celia fight wouldn't work because Celia needs to be there for when Menace is born.

Or maybe we can say she's from Somacula's universe, say that this one decided to spare her, and she's going to fight Dracula for her master to suceed, then Somacula thinks she has become too strong and decides to kill her when you fight him, or something like that.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 03:47:04 PM
To work on Celia, I'm probably going to have to drop Gaibon/Slogra, as they would require more work. Celia's sprites are semi-complete, like Dario's, and I should be able to complete Celia a bit faster, as I now know how to do this.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 03:53:27 PM
To work on Celia, I'm probably going to have to drop Gaibon/Slogra, as they would require more work. Celia's sprites are semi-complete, like Dario's, and I should be able to complete Celia a bit faster, as I now know how to do this.

If you mean player Celia, then she is going to need the same-ish things as Slogra, jump sprites, backdash sprites, crouching sprites, crouching and attacking sprites... Boss version won't need much since the main focus of her attacks would be the monsters she summons.

Edit: also, what would be her music? Should a music be re-used for her like it happened with Brauner's theme? (It's used for Orlok as well).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 04:08:43 PM
My main problem.with Gaibon/Slogra is that they're enemies, and so their spritesheets are dissassembled. I would have trouble doing this because ms paint doesn't support transparency.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 04:11:11 PM
Quote
Edit: also, what would be her music? Should a music be re-used for her like it happened with Brauner's theme? (It's used for Orlok as well).

Well, either re-use one of the 4 boss songs DoS has, or (re-)use one of the music from other castlevania games (or non-castlevania like Maxim's theme in CVF)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 04:12:43 PM
I don't really think Celia should reuse a theme...perhaps she could use some stage music from DoS, such as Condemned Tower, or the Cursed Clock Tower. Subterranean Hell would work as well,  but the main aim is to make it sound foreboding, but at the same time more modern than the other musics, as she's from 2036.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 04:16:44 PM
Quote
I don't really think Celia should reuse a theme...perhaps she could use some stage music from DoS, such as Condemned Tower, or the Cursed Clock Tower. Subterranean Hell would work as well,  but the main aim is to make it sound foreboding, but at the same time more modern than the other musics, as she's from 2036.

Then someone will need to remix or somehow change some of the DoS stage music, as they don't sound really "battle-ish". Is that dlol person still around?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 12, 2016, 04:18:57 PM
Doubtful, last active was way back in 2014.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 04:19:11 PM
Here's the preliminary sprite for Celia. Backdash:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 04:21:34 PM
If you mean player Celia, then she is going to need the same-ish things as Slogra, jump sprites, backdash sprites, crouching sprites, crouching and attacking sprites... Boss version won't need much since the main focus of her attacks would be the monsters she summons.

Actually I think she's got something like a backdash (I think she does it in the opening after she summons the monsters to attack Soma). So that's one less thing, lol.

My main problem.with Gaibon/Slogra is that they're enemies, and so their spritesheets are dissassembled. I would have trouble doing this because ms paint doesn't support transparency.

You may still have to do some assembly with Celia. I know of two sheets:

http://www.castlevaniacrypt.com/img/dos/sprites/celia-fortner.gif - This one is more assembled, but doesn't have everything, like the point animations.

http://www.spriters-resource.com/ds/cstlevniadawnofsorrow/sheet/19049/ - This one has more things in pieces but I think it has everything.

Although probably neither of those are as bad as S&G, haven't looked at those.

Then someone will need to remix or somehow change some of the DoS stage music, as they don't sound really "battle-ish". Is that dlol person still around?

I could volunteer? Nobody talks to me about music, haha.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 04:25:52 PM
I don't really think Celia should reuse a theme...perhaps she could use some stage music from DoS, such as Condemned Tower, or the Cursed Clock Tower. Subterranean Hell would work as well,  but the main aim is to make it sound foreboding, but at the same time more modern than the other musics, as she's from 2036.

Problem with using a stage theme is that they (naturaly) don't fit with a boss battle, both for being for a stage and overall sounding too cheerful, The Abyss' theme would probably be the closest to be used as a boss theme, but it still has the first problem.

Here's the preliminary sprite for Celia. Backdash:

I think the first frame could be her "Transitioning" to the backdash pose, looks good otherwise.

I could volunteer? Nobody talks to me about music, haha.

We'd need to decide which music though, which one would fit her better?
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 04:26:37 PM
Quote
I could volunteer? Nobody talks to me about music, haha.

Well to be honest, I see you more as a spriter than as a music guy.

Not sure what to make about Celia's backdash though. I feel it could have more frames, but Soma's backdash doesn't seem to have that many either.

Post Merge: February 12, 2016, 04:28:05 PM
Quote
Problem with using a stage theme is that they (naturaly) don't fit with a boss battle, both for being for a stage and overall sounding too cheerful, The Abyss' theme would probably be the closest to be used as a boss theme, but it still has the first problem.

Is there maybe a soundtrack from another CV game we could use?
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: rasgar on February 12, 2016, 04:34:37 PM
We'd need to decide which music though, which one would fit her better?

That's a good question, I'm not sure.

Well to be honest, I see you more as a spriter than as a music guy.

Not for lack of trying, lol. I've tried to get my foot in the door for music a few times. And I'm not even a good spriter, haha.

Did you know I did the Montano theme for this game?
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 04:37:30 PM
Is there maybe a soundtrack from another CV game we could use?

Kinda hard, the few musics in CV games which are related to a female boss are generaly a Succubus' theme, which sound too "seductive" for someone like Celia to use, the one exception is Medusa's, which is made very specificaly for Medusa.

Best one I can think of right now would be a remix I've heard of one of the boss themes from Rebirth:

(click to show/hide)

Problem with that is that the same music would be used twice, but I don't think that would be too much of a problem since we'll have two versions of Dance of Illusions when Somacula is added.

Edit: Forgot to reply.

That's a good question, I'm not sure.

The closest music which can be related to Celia is the one which plays when you fight the monsters she summons at the beginning of the game, but that one is already used...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 04:44:32 PM
Quote
Kinda hard, the few musics in CV games which are related to a female boss are generaly a Succubus' theme, which sound too "seductive" for someone like Celia to use, the one exception is Medusa's, which is made very specificaly for Medusa.

Best one I can think of right now would be a remix I've heard of one of the boss themes from Rebirth:

Spoiler (click to show/hide)

Problem with that is that the same music would be used twice, but I don't think that would be too much of a problem since we'll have two versions of Dance of Illusions when Somacula is added.

Should we maybe name all female bosses in CV and check their boss music?

Edit: Damnit, replied before checking the video. I think it could work in CVF, seeing that it sounds more "neutral". I mean it's not exactly oriented towards what kind of boss, but still....
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 04:56:49 PM
Should we maybe name all female bosses in CV and check their boss music?

Eh, wouldn't hurt.

Medusa from various CV games, though only in Loi she received her own theme, anywhere else is a generic boss theme.

Carmilla, in CV2 she has no boss music, pretty sure that in all versions of RoB she uses a generic boss music, which is already used for Werewolf (player), and in CotM she uses Big Battle, which she already uses in this game.

Succubus, in SotN she shares a music with Medusa, but that music will be already used for Succubus herself, Loi Succubus has her own theme, but it's already used for that succubus with a whip, MoF Succubus has her own theme, but, too seductive for Celia, it kind of does give the vibe of a witch I think...

(click to show/hide)

Then there's that-witch-I-forgot-the-name from CV64, which I guess it could work because it sounds "ominous":

(click to show/hide)

Not really her theme though, but it's worth sharing, too short though.

Last I can remember is Raisa from LoS2, but I don't know the themes used for her battles, I think they're generic boss battle themes (Maybe not the second one, but I'm sure the first one is), which means they probably wouldn't work for Celia.

After that are bosses like Rusalka, Draculina, Headhunter, Elizabeth and whatever else, all using generic boss themes (Though that does remind me that there aren't remixes for Bloodlines or AoS' boss themes that aren't Julius').
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 05:02:14 PM
So I was wondering about Dario's story, could he perhaps be a 'changed man' after the good ending of DoS? He escaped alive, but he lost his powers...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 05:06:36 PM
So I was wondering about Dario's story, could he perhaps be a 'changed man' after the good ending of DoS? He escaped alive, but he lost his powers...

Hard to imagine him changing after that, he liked his powers and SOma stole/removed them, I can only see Dario getting butthurt over that, lol.

Since he's a character with hardly any self conflitct, that would make the mirror boss battle hard to write (Since Doppelganger's are made to be one's doubts and whatnot here, or at least Richter's is).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 05:08:10 PM
So the main concern here is to find a way to get his powers back..
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 05:10:13 PM
So the main concern here is to find a way to get his powers back..

Well, he's already going to have them back, somehow, lol, his story could be basicaly, going after Soma to get revenge, and make sure his powers aren't stolen again.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 05:13:07 PM
Perhaps he gets to the throne room, expecting Soma to be there for some reason. Instead he fights Dracula.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 05:13:40 PM
Him losing his powers and staying a career criminal could be a great explanation for why he is using guns, actually.

I guess that by killing Soma and/or Dracula, he can ensure that those powers stay his?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 05:15:36 PM
Didn't he lose his powers in the good ending of DoS, after Soma killed Aguni? But what would happen when Dario fights Aguni?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 05:17:04 PM
Eh, wouldn't hurt.

Medusa from various CV games, though only in Loi she received her own theme, anywhere else is a generic boss theme.

Carmilla, in CV2 she has no boss music, pretty sure that in all versions of RoB she uses a generic boss music, which is already used for Werewolf (player), and in CotM she uses Big Battle, which she already uses in this game.

Succubus, in SotN she shares a music with Medusa, but that music will be already used for Succubus herself, Loi Succubus has her own theme, but it's already used for that succubus with a whip, MoF Succubus has her own theme, but, too seductive for Celia, it kind of does give the vibe of a witch I think...

(click to show/hide)

Then there's that-witch-I-forgot-the-name from CV64, which I guess it could work because it sounds "ominous":

(click to show/hide)

Not really her theme though, but it's worth sharing, too short though.

Last I can remember is Raisa from LoS2, but I don't know the themes used for her battles, I think they're generic boss battle themes (Maybe not the second one, but I'm sure the first one is), which means they probably wouldn't work for Celia.

After that are bosses like Rusalka, Draculina, Headhunter, Elizabeth and whatever else, all using generic boss themes (Though that does remind me that there aren't remixes for Bloodlines or AoS' boss themes that aren't Julius').

To be honest, I can't really vision CVF using music from the LoS timeline, but that might change IF Gabriel gets added. The song from CV64 could work if it were to be remixed into a more fitting version, so maybe?

Also while we're on the topic, where might we put Black Banquet in? (If we're really out of ideas maybe we can use some from DMC)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 05:32:59 PM
So, to top Dario off, could we perhaps decide his stats, skins and such? Already given that he has a resistance to fire, it shouldn't heal him, and he should most likely have some resistance against physical attacks as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 05:37:20 PM
Quote
So, to top Dario off, could we perhaps decide his stats, skins and such? Already given that he has a resistance to fire, it shouldn't heal him, and he should most likely have some resistance against physical attacks as well.

And then weakness to ice and maybe light, while having resistance to darkness, being a dark lord candidate maybe?

Also for a skin/palette, maybe something like Soma, like making his hair and jacket white or some sort?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 05:38:53 PM
That would get pretty interesting, the irony being in that he's practically cosplaying as Soma. Lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 05:42:00 PM
Quote
That would get pretty interesting, the irony being in that he's practically cosplaying as Soma. Lol.

Didn't you make some of his sprites based on Soma's as well? Haha.

Also, based on his sprites, he will be dual-wielding handguns as an attack, right?
Maybe a palette could reference Dante as well, seeing someone (forgot where) mentioned Dante also dual-wields handguns, might be wrong though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 05:43:13 PM
You guys are replying so fast today, lol.

Perhaps he gets to the throne room, expecting Soma to be there for some reason. Instead he fights Dracula.

Or could just be expecting Soma to arrive there.

Him losing his powers and staying a career criminal could be a great explanation for why he is using guns, actually.

I guess that by killing Soma and/or Dracula, he can ensure that those powers stay his?

Could also be to show that he has become a very powerful being, which would probably make him pretty happy (In a way that would doom everyone).

Didn't he lose his powers in the good ending of DoS, after Soma killed Aguni? But what would happen when Dario fights Aguni?

Maybe it could be said that he still has some part of his powers, just not as much, I mean, he is a dark lord candidate, with a power he was born with, don't think it should be that easy to remove all of his powers.

If that's used, him killing Agni wouldn't really create contradictions since his powers would be independant from Agni's.

To be honest, I can't really vision CVF using music from the LoS timeline, but that might change IF Gabriel gets added. The song from CV64 could work if it were to be remixed into a more fitting version, so maybe?

Yeah, I generaly think they wouldn't work that well either, just MoF has some musics which could work.

Which makes me think on what would be used as Gabriel's theme, LoS2 Gabriel is easy, just give him his boss theme, LoS1, his own theme is definitely not fitting for combat, so, maybe a generic combat music which doesn't drag on for too long, oh well, leave that for when/if it happens I guess lol.

Quote
Also while we're on the topic, where might we put Black Banquet in? (If we're really out of ideas maybe we can use some from DMC)

I suggested months ago to use Black Banquet as Galamoth's theme.

You mean using a DMC music as Celia's theme? Only female boss in the series is Nevan, and, well, Succubus, same problem as CV Succubus' musics, lol.

Can't really imagine much of DMC's musics fitting in CVF though, specialy DMC3 and DMC4 ones, so I guess sticking with DMC1 and DMC2 would be better, but even that should be a last resort since there are some musics from CV which aren't used (The Adventure, Belmont's Revenge, CV4, AoS, Haunted Castle, 64 and probably some others).

So, to top Dario off, could we perhaps decide his stats, skins and such? Already given that he has a resistance to fire, it shouldn't heal him, and he should most likely have some resistance against physical attacks as well.

"Obvious" high resistances would be Fire (Though, not imune, just high, like Axe Armor's resistance to physical attacks), physical and darkness, weaker against Ice, magic and holy.

In case other elements are added, he should have higher resistance against Plant and Wind, and weaker against Water, again, assuming those are added.

That would get pretty interesting, the irony being in that he's practically cosplaying as Soma. Lol.

"If I want to beat Soma, I have to dress like Soma"

lol.

Also, based on his sprites, he will be dual-wielding handguns as an attack, right?

I think they're machine guns, to work like Albus' C gun.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 05:43:55 PM
It's awesome getting replies so quickly. It really does feel great.
 
EDIT~

Maybe with the 'to beat soma, dress like soma' could be a hidden quote in the Soma skin. Also, to think that, in the end he outlived Soma, he actually accomplished his goal, however not being able to fight Soma at all. Soma had to die somewhere along the way...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 05:46:27 PM
Quote
Yeah, I generaly think they wouldn't work that well either, just MoF has some musics which could work.

Which makes me think on what would be used as Gabriel's theme, LoS2 Gabriel is easy, just give him his boss theme, LoS1, his own theme is definitely not fitting for combat, so, maybe a generic combat music which doesn't drag on for too long, oh well, leave that for when/if it happens I guess lol.

So, I just checked Carmilla's theme in LoS, it might work, what do you think though?

(click to show/hide)

I also forgot to mention that we could use some from Pachislot CV games, seeing there are quite an amount in CVF already.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 05:55:29 PM
Maybe with the 'to beat soma, dress like soma' could be a hidden quote in the Soma skin. Also, to think that, in the end he outlived Soma, he actually accomplished his goal, however not being able to fight Soma at all. Soma had to die somewhere along the way...

CVF's castle is a big chaotic orgy of the other castles and some other places, it's, really not far fetched that he wasn't able to find Soma there, lol.

And, a hidden quote, you mean as a written like right? Because there's no way to get that as a spoken line.

So, I just checked Carmilla's theme in LoS, it might work, what do you think though?

(click to show/hide)

Don't think it'd be a good idea to use it, sounds too "powerful" for Celia, to see it being used in CVF, at the very most for Elizabeth, since she's supposed to be a powerful vampire, I think... But even if she's added, then it'd be better to use one of Bloodline's boss themes (The one that plays when you fight her, and, remixed, not the original version lol).

Quote
I also forgot to mention that we could use some from Pachislot CV games, seeing there are quite an amount in CVF already.

That's a good idea, Great Armor does use one from there after all.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 06:00:12 PM
'a written like right'...??

He could possibly speak it, different skins could have different stories apparently. Unless it doesn't fit his character, with the exception that he could be comically stupid.

EDIT~

When a palette is finished, does it get submitted here? Or some other way?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 06:02:08 PM
I think it was a typo, he meant "line". That is, text in the story as opposed to a new voice clip.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on February 12, 2016, 06:03:55 PM
Quote
That's a good idea, Great Armor does use one from there after all.

Very wide selection though like that cap- something or Angela's theme.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 06:07:28 PM
He could possibly speak it, different skins could have different stories apparently. Unless it doesn't fit his character, with the exception that he could be comically stupid.

Well, he does seem kind of dumb (But he probably has more "street-smart" kind of thing going for him), but him actualy believing that would be too weird.

Maybe say it on easy mode, I mean, characters in there fall off the cliff because of the wind, so maybe some sillyness here and there wouldn't hurt, lol.

I think it was a typo, he meant "line". That is, text in the story as opposed to a new voice clip.

Yeah, I kinda gotta post without revising much because of the sudden movement this thread got, lol.

I still make typos with certain frequency even when re-reading though...

Very wide selection though like that cap- something or Angela's theme.

Could you post the ones you know which aren't being used in CVF?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 06:09:44 PM
Is there a way to separate events/text between modes?
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 06:13:03 PM
Is there a way to separate events/text between modes?

Between modes, yes, since SotN and RoB Richter will have different stories, difficulties, not sure now that I think about it... I mean, Somacula only happens because you trigger an even, but that line would need to be there by default on only one difficulty with only one costume, lol.

Also:

When a palette is finished, does it get submitted here? Or some other way?

Post it here: http://serio.piiym.net/cvbla/board/index.php?topic=344.0

Post Merge: February 12, 2016, 06:16:29 PM
Edit: Oops, sorry, wrong thread, it's actualy this one:

http://serio.piiym.net/cvbla/board/index.php?topic=782.0
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 06:49:14 PM
Other than Soma, are there any other palettes that could be interesting?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 06:58:13 PM
Other than Soma, are there any other palettes that could be interesting?

Well, generaly palettes are just different collors for a costume, specialy the 6 default ones, while the "collors of another character" are the "start+whatever button" ones.

Since he's a dark lord candidate, he could have a pallete based on Dracula's collors, that's all I can think of though.

Edit: Also, about Celia, how about making her put that barrier she uses at the beginning of DoS during the battle? Complete with her also using that beam to attack the player (It could have a thin line to tell you when she'll attack), it could disapear after a while (Taking more time depending on the difficulty), that would be just to guarantee the player actualy fights the monsters instead of just going to hit her (Which characters like Julius and Alucard would be able to do so easily, even more easily for anyone with a projectile that goes through everything).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 07:36:10 PM
Well, generaly palettes are just different collors for a costume, specialy the 6 default ones, while the "collors of another character" are the "start+whatever button" ones.

I don't think that's necessarily true, I think it just kinda worked out that way because Serio needs to fill the initial slots when he makes a character. Then after that, we all come in and make our reference palettes. Only with more recent characters where we've been putting in more input has the possibility opened up for us to make palettes before the character is done.

I could be wrong about all that, though.

Quote
Since he's a dark lord candidate, he could have a pallete based on Dracula's collors, that's all I can think of though.

In addition, maybe Celia and Dmitri palettes? I don't know. Often times we come up with ones based on a character with similar abilities or looks. For instance, this guy might be a good candidate (http://static.zerochan.net/RAVE.Master.full.6448.jpg) because he has a vaguely similar look and also uses fire powers. Although I suppose the palette wouldn't be all that different - his hair would be slightly more brown and his coat would be white.


Quote
Also, about Celia, how about making her put that barrier she uses at the beginning of DoS during the battle? Complete with her also using that beam to attack the player (It could have a thin line to tell you when she'll attack), it could disapear after a while (Taking more time depending on the difficulty), that would be just to guarantee the player actualy fights the monsters instead of just going to hit her (Which characters like Julius and Alucard would be able to do so easily, even more easily for anyone with a projectile that goes through everything).

That's a good idea. Would she have access to that barrier as a player?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 07:45:31 PM
In addition, maybe Celia and Dmitri palettes? I don't know. Often times we come up with ones based on a character with similar abilities or looks. For instance, this guy might be a good candidate (http://static.zerochan.net/RAVE.Master.full.6448.jpg) because he has a vaguely similar look and also uses fire powers. Although I suppose the palette wouldn't be all that different - his hair would be slightly more brown and his coat would be white.

The white jacket would be noticeably different enough, the pants and shirt are also darker.

Quote
That's a good idea. Would she have access to that barrier as a player?

I guess she could use the electricity from it and make it be kind of like Juste's up,qcf+C, but using in a different way (Using to hit something in front on her instead of directly above), or just hit with the thunder in specific places, using it as an actual barrier like she used it against Soma would probably not work against bosses because of their armor.

I guess she could use the electricity from it and make it be kind of like Juste's up,qcf+C, but using in a different way (Using to hit something in front on her instead of directly above), or just hit with the thunder in specific places, using it as an actual barrier like she used it against Soma would probably not work against bosses because of their armor.

Then again, a boss Celia's barrier would need to interrupt invincible dash ins moves, or at least just not let them go through the barrier, which I'm not sure if it's possible...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 08:15:09 PM
The white jacket would be noticeably different enough, the pants and shirt are also darker.

True. Maybe when I get home from work I'll try making a palette of Shuda (that Rave Master guy). I can at least see what colors are shared and see if it'll be a problem.

I will also make a sample graphic of Dario with his whole palette embedded in it, so other people can use it to make new palettes of him.

Quote
I guess she could use the electricity from it and make it be kind of like Juste's up,qcf+C, but using in a different way (Using to hit something in front on her instead of directly above), or just hit with the thunder in specific places, using it as an actual barrier like she used it against Soma would probably not work against bosses because of their armor.

That makes sense. I was also thinking she could have vertical lasers come down at certain spots, like the beam that comes down when she summons a monster at the beginning, but this is probably better.

Quote
Then again, a boss Celia's barrier would need to interrupt invincible dash ins moves, or at least just not let them go through the barrier, which I'm not sure if it's possible...

I forget, can Rusalka block movement with those stone things? If so, I imagine it would work.

If not, she could always automatically teleport away when the player crosses the barrier? But that would cause problems in co-op, now that I think about it.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 08:22:38 PM
Perhaps Celia could have an afterimage, which, if attacked, could cause damage when she teleport away?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 08:40:11 PM
I forget, can Rusalka block movement with those stone things? If so, I imagine it would work.

The rocks don't get in the way, you can walk through them and whatnot, though the top of the rocks is a platform, so you can jump on it, though moves like Albus' Y+down will still go through the top of the rock.

Quote
If not, she could always automatically teleport away when the player crosses the barrier? But that would cause problems in co-op, now that I think about it.

Well, I'm already thinking that she should teleport away from the player by default (Until MP is wasted), so maybe she could make the barrier in a way that is pretty close to her, so that if you try to get close, even if you go through the barrier, you'll get hit anyway.

Her teleporting away wouldn't be a problem, I think she should stay at the very edge of the stage when she puts the barrier up, which she then lifts the barrier a certain distance from her, that way she'd have a fixed place to put the barrier.

To explain in a simple way how I think it should look like:

{c[(  p   ) }

{ = stage edges
c = Celia
[ = Barrier to protect her from players trying to sneak past it
( = Barrier she lifted to trap the character
p = player character

Both of the barriers could also damage and push the character back inside the barrier if/when they're hit.

I think the boss could work like this: She puts barriers up, summons monsters, you kill monsters, she attacks you with her other magic a bit after the barrier is deactivated, and you gotta attack her to make her teleport (Either with normals or projectiles), after a while, she goes to the corner again to put the barriers up, rise and repeat, she could summon different monsters each time for the sake of variation, maybe more powerful monsters each time, and only on the last one which would repeat forever with the "strongest" monsters, what do you guys think?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 08:48:08 PM
I don't think the same monsters from the Bonus Stage should be reused; perhaps she could use monsters from elsewhere, or otherwise revive dead bosses, and make them skeletal, or otherwise recolored
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 09:20:49 PM
I don't think the same monsters from the Bonus Stage should be reused; perhaps she could use monsters from elsewhere, or otherwise revive dead bosses, and make them skeletal, or otherwise recolored

Well, I think at the very least the witch could be used, since she's annoying, lol, besides that, maybe she could summon the "original 3" enemies she summons against Soma like Anonymous suggested for the first part of the fight, then keep summoning stronger and stronger monsters until the limit is reached.

Different difficulties could also make her summon more or less monsters at once, like, Easy mode, one monster of X ammount, normal, two monsters of X ammount, Hard, three monsters of X ammount, then Nightmare she summons 4.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 12, 2016, 09:21:06 PM
Well, I'm already thinking that she should teleport away from the player by default (Until MP is wasted), so maybe she could make the barrier in a way that is pretty close to her, so that if you try to get close, even if you go through the barrier, you'll get hit anyway.

Her teleporting away wouldn't be a problem, I think she should stay at the very edge of the stage when she puts the barrier up, which she then lifts the barrier a certain distance from her, that way she'd have a fixed place to put the barrier.

What I was thinking was that if she teleported away, she wouldn't be safe because then she might just be standing right next to the other player. But this takes care of it.

Quote
I think the boss could work like this: She puts barriers up, summons monsters, you kill monsters, she attacks you with her other magic a bit after the barrier is deactivated, and you gotta attack her to make her teleport (Either with normals or projectiles), after a while, she goes to the corner again to put the barriers up, rise and repeat, she could summon different monsters each time for the sake of variation, maybe more powerful monsters each time, and only on the last one which would repeat forever with the "strongest" monsters, what do you guys think?

So a bit like some Dracula fights, then? Where you smack his head and then he teleports away? That sounds good.

As for the monsters, maybe she could have different groups she would summon based on how much health she has left. And higher difficulties would skip the first group or two.

I don't think the same monsters from the Bonus Stage should be reused;

I'm thinking maybe taking regular monsters from DoS.

How many groups should there be, and how many monsters in each? That might help us start deciding on some. Maybe the strongest groups - or groups that only appear on hard/nightmare - could include a different boss? Not as strong as their usual form, obviously.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 09:24:41 PM
I think something that poisons/curses would be a deadly combo with some other stronger elements. Perhaps use a Mussushu and multiple Tanjellies, with something like an Arc Demon.


Yeah, that was a typo...^^^
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 09:35:31 PM
So a bit like some Dracula fights, then? Where you smack his head and then he teleports away? That sounds good.

Kind of, but she'd be doing safer attacks, so attacking her when she's not in recovery would be harder, which is why forcing her to teleport to waste MP could be added, to make her eventualy reach a point where she can't teleport, then you keep attacking.

Quote
As for the monsters, maybe she could have different groups she would summon based on how much health she has left. And higher difficulties would skip the first group or two.

I'm thinking maybe taking regular monsters from DoS.

How many groups should there be, and how many monsters in each? That might help us start deciding on some. Maybe the strongest groups - or groups that only appear on hard/nightmare - could include a different boss? Not as strong as their usual form, obviously.

I think the first group could include the ones she summons against Soma, then they just stronger and stronger, since I think it'd be better for her to not have that much MP or high deffenses (She honestly looks like she can't take much of a beating), then 3 groups could be fine, maybe 4.

If I'm not wrong, Liliths can curse the player, so I think they could be included, I don't know other annoying enemies from DoS (Aside from the orbious Flea men variats), is Malacoda one of them? It kind of reminds me of Lubicant.

If a toned down version of a boss should be included, I think Lesser Demon would be a good choice.

I think something that poisons/curses would be a deadly combo with some other stronger elements. Perhaps use a Mussushu and multiple Danielle, with something like an Arc Demon.

Who's Danielle?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 09:36:36 PM
Tanjellies. Lol autocorrect...

EDIT~
I recall finding Morgan Fleaman sprites. How about we use those? On easy mode?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 09:40:27 PM
Tanjellies. Lol autocorrect...

EDIT~
I recall finding Morgan Fleaman sprites. How about we use those? On easy mode?

Only if they have his epic voice

(click to show/hide)

Jokes aside, I think she could summon the same monsters in every difficulty, just summon smaller ammounts on easier modes, also them being more agressive on harder modes.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 09:42:27 PM
We could get voice clips from videos or something. It would be random so he could end up saying words like 'cosmos' or 'hole' when he's killed. It's worth a try, I guess.

EDIT~

Oh. Well, at least we could put Armored Fleaman in there, and maybe have a 1/100 changed that Morgan Fleaman could appear. Or maybe he's a survival-only troll boss.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 09:46:50 PM
We could get voice clips from videos or something. It would be random so he could end up saying words like 'cosmos' or 'hole' when he's killed. It's worth a try, I guess.

Better save this idea for an April Fools, lol.

I think 4 types of monsters per wave would be fine, that'd make her have 12 monsters to summon.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 09:56:10 PM
Assuming they're from DoS:

Golem
Skeleton
Spear Armor (i actually forgot what this one was called...)
Fast-replicating Unes

Ripper(s)?
Frozen Shade
Great Axe Armor

Disc Armor x2?
Bomber Armor x2?

Gaibon/Slogra?

I don't even know what order this goes in anymore. But at least having Gaibon/Slogra in there would be somewhat enough, as I don't really think they'll be enough to be a boss, and their sprites could possibly be used to make them playable.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 10:01:37 PM
Assuming they're from DoS:

Golem
Skeleton
Spear Armor (i actually forgot what this one was called...)
Fast-replicating Unes

Ripper(s)?
Frozen Shade
Great Axe Armor

Disc Armor x2?
Bomber Armor x2?

Gaibon/Slogra?

I don't even know what order this goes in anymore. But at least having Gaibon/Slogra in there would be somewhat enough, as I don't really think they'll be enough to be a boss, and their sprites could possibly be used to make them playable.

I think she could summon more than one monster, like, for the first one, 10 Skeletons, 8 Armored Knights, 3 Golems and 20 Unes, something like that, numbers could be smaller in easier modes too.

She shouldn't summon more than one of the same monster at once though.

Slogra/Gaibon can be threatening enough even with a small moveset, look at Lesser Demon, Cerberus and Skull Knight, their moveset is relatively small (Specialy Skull Knight's), and they can terrorize the player if you don't play properly.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on February 12, 2016, 10:25:56 PM
My main problem.with Gaibon/Slogra is that they're enemies, and so their spritesheets are dissassembled. I would have trouble doing this because ms paint doesn't support transparency.

I ripped these directly from SOTN about 15 years ago (blows my mind it has been that long ago...). I can confirm they cover every animation frame the duo had in that game (some SNES exclusive assets are in there for good measure too). They were ripped with no gfx filters running and there was no palette clashing in their background to leave any leftover garbage pixels so they should be 100% accurate to how they would look in the original game.

(http://i.imgur.com/1cFL6TF.png)

Maybe now over a decade later they can finally be put to use, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 12, 2016, 10:42:06 PM
I honestly wonder how Slogra would look like while running, he doesn't move much even when walking, lol.

Edit: Anyway, moveset suggestion I made some days ago:

f,f attack: Slogra's fireball

b,d,f attack: Invincible dash in with Slogra

up,qcf attack: Gaibon lands on the ground and shoots fireballs

qcf attack: Gaibon shoots fireballs while flying, kind of like Hammer' up,qcf attack.

An aternative would be making Slogra's f,f attack be an attack like a generic whip user's f,f attack, with up+A or C making him shoot a fireball.

Normals would be: A, Slogra attacks with his spear, C, Gaibon attacks while tracking the opponent.

No idea what to do for an item crash, best I could come up with is Gaibon turning red and just becoming more damaging for a while, but maybe the item crash could be Gaibon attacking.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 12, 2016, 11:38:54 PM
I cannot find a way to recolor Dario's sprites, as the same colors are repeated multiple times throughout the sprite (skin color is the same as the boots.) Is this a problem with Soma's palette?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 13, 2016, 12:17:44 AM
And this is why I told you to color separate that sheet. :v
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 13, 2016, 12:38:31 AM
I did, but the same color (red, for instance) is shared between his hair and his boots, and so when I color one, the other one is modified also.

EDIT~

Unless you meant to CHANGE the colors for the boots and the hair, so that they'd be different...?

Further EDIT~

This is all I could really do for the Soma palette...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Medlin on February 13, 2016, 01:11:42 AM
I honestly wonder how Slogra would look like while running, he doesn't move much even when walking, lol.
I think he could run dashing way, just like player death,  maybe with spear in front to do a minor damage though that might be a problem vs characters.
Unless you meant to CHANGE the colors for the boots and the hair, so that they'd be different...?
I think it is. Just to make a little difference between red on head and red on boots.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 13, 2016, 01:29:15 AM
I guess I'll have to separate the colors that have duplicates.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 13, 2016, 01:37:02 AM
I think he could run dashing way, just like player death,  maybe with spear in front to do a minor damage though that might be a problem vs characters.

Or maybe copy the animation from Curse of Darkness, though he looks very different there...

I guess I'll have to separate the colors that have duplicates.

I think the best way to separate the collors is making it painfuly obvious how different each collor is in a pallete, like, pink jacket, green shit, red pants, orange boots, etc, that way there'll be less problems when making the palletes, I think.

Edit: Also, it looks like that for some sprites, Dario's knee's have a brighter spot, is that also there on his original sprites?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 13, 2016, 05:25:26 AM
Yeah, the sprites with a spot is intentional. I fixed it though. This is the closest I could come to a full Soma palette. I was able to separate some colors but others remained unchanged, which I will get to eventually:

EDIT~

Celia's shooting sprite:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Medlin on February 13, 2016, 05:39:39 AM
Since Serio said about grenade animation, maybe make Dario turn torso a bit during it.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 13, 2016, 05:51:16 AM
I mean, it's kind of like Loretta'a animation...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 13, 2016, 05:56:13 AM
I think maybe the problem could be that his arm isn't moving fast enough. There's too many frames, so the animation is too smooth, if that makes sense. Try making an animation with one of the frames taken out and see how that looks.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 13, 2016, 06:16:49 AM
Oh...I thought he was referring to Celia's animation...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 13, 2016, 11:08:54 AM
Well, after Serio said I noticed, problem isn't the ammount of frames, but just that his body doesn't move that much, throwing something with strength on the throw makes your body move more, just at the Belmonts throwing a sub weapon, or Hammer throwing a grenade.

That Celia projectile animation, looks a bit odd how the lower part of her dress suddenly lifts a bit while raising her arm.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 15, 2016, 09:53:56 PM
I took out some frames and merged a few together. It's a bit faster but there isn't much body movement.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 15, 2016, 10:08:10 PM
I took out some frames and merged a few together. It's a bit faster but there isn't much body movement.

Again, the problem wasn't the ammount of frames, just lack of body movement.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 15, 2016, 11:04:17 PM
I made him face slightly sideways as the animation ends. It may not be good enough though.

Regarding the last animation I posted - I'm not really sure what happened there, it probably wasn't saved right, as it was modified from an earlier version.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 15, 2016, 11:39:11 PM
Looks better than the other one.

Dat animation is very smooth too lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 16, 2016, 02:26:02 AM
I completed Dario's Soma Palette. I haven't added the revised Grenade Throw sequence yet though.

EDIT~

The lower part of Celia's dress moves because of the slight wind generated by the long sleeves' movement.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 16, 2016, 03:45:26 AM
Some collors are wrong though, Soma's coat and hair are brighter, while the shirt is darker.

Try separating the collors of each piece of clothing as much as possible, that way making his palletes would be easier, possibly.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 16, 2016, 03:48:27 AM
If I can manage to separate every color, would it be too much for someone besides me to recolor this? Apologies, but it's a very time consuming process, as I have to go through ms paint with the bucket tool whenever I recolor, and I'd like to work on other characters that need spriting
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on February 16, 2016, 07:12:22 AM
If I can manage to separate every color, would it be too much for someone besides me to recolor this? Apologies, but it's a very time consuming process, as I have to go through ms paint with the bucket tool whenever I recolor, and I'd like to work on other characters that need spriting

If you want I can separate all his colors for you. I've gotten quite good at it over the years and have better art tools for the task than MS Paint. So it would be done fast and well setup. Just post his most up to date sprite sheet.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 16, 2016, 12:22:20 PM
That would be here, I believe: http://serio.piiym.net/cvbla/board/index.php?topic=344.msg13175#msg13175
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 16, 2016, 02:05:55 PM
If you want I can separate all his colors for you. I've gotten quite good at it over the years and have better art tools for the task than MS Paint. So it would be done fast and well setup. Just post his most up to date sprite sheet.

Thank you!
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 16, 2016, 03:09:37 PM
That would be here, I believe: http://serio.piiym.net/cvbla/board/index.php?topic=344.msg13175#msg13175
Don't forget the revised grenade animation above.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 16, 2016, 04:27:03 PM
If it wouldn't be too much, could you make his palettes as well?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 16, 2016, 05:14:36 PM
Once the separation is done, it should be easy enough for anyone to make a palette. I imagine I won't be the only one contributing some.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 16, 2016, 11:49:30 PM
Celia's Ground Jump sequence.

EDIT~

In Celia's spritesheet, should I include the sprites for the enemies she summons?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 17, 2016, 01:06:14 AM
I think her left leg should also move a bit during that jump, maybe make it move backwards.

Don't think you'd need to include the sprites of the enemies, those should be separated, and only really be included in case no one ripped their sprite, or new sprites are made for them, but again, separated.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on February 17, 2016, 09:56:49 AM
Well its done. Dario turned out to be one of the more obnoxious characters to color separate I've ever worked with. His standard palette does a LOT of color sharing (example: 2 of his colors are used for his hair, shirt, jacket decals, and skin). But now its all taken care of at least:

EDIT: There were some mistakes with the sheets I posted in this response. Here is a link to the updated sprite sheets:

http://serio.piiym.net/cvbla/board/index.php?topic=1383.msg13287#msg13287
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 17, 2016, 03:18:26 PM
Thanks for doing this! I plan to have a palette or two up soon.

Out of curiosity, are all those frames necessary to display all the colors? Or is it just so that it's easier to see them in different poses?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 17, 2016, 03:22:33 PM
He could have a pallete based on his second costume:

(http://i.imgur.com/pqVprZg.png)

Also, FinnishFlame, it's better if you post the most recent sprites for Rusty in case she also needs color separation, and Celia as well in case you haven't done so already.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 17, 2016, 04:31:07 PM
On the other hand, Boss Dario would also need a new default palette.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 17, 2016, 04:50:00 PM
On the other hand, Boss Dario would also need a new default palette.

It could be based on the collors from his portrait, the differences would be a darker jacket (Though it's not that much darker) and red hair, red boots, and red flames on his jacket.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on February 17, 2016, 09:35:23 PM
...Also, FinnishFlame, it's better if you post the most recent sprites for Rusty in case she also needs color separation, and Celia as well in case you haven't done so already.

That probably won't be needed until a character's spritesheet is completed or 90% completed. No point in color separating sprites that are still being worked on since I imagine it would just make them more of a pain to edit with all those additional colors to account for.

...Out of curiosity, are all those frames necessary to display all the colors? Or is it just so that it's easier to see them in different poses?

Honestly it was late and I just grabbed a set of sprites I figured would cover all the colors, tested a palette I made with them on the full sheet to make sure it worked, and called it a night. So there probably are unneeded sprites on that template, it was just created in broad strokes.

UPDATE:

There was a minor error in my original sheet and I actually did miss a color on my template sheet (derp). Also the pose Dario is holding in Lukmendes second costume screenshot was missing from the sheet, so I added it. I think it would fit perfect for his "D-Pad held Up" stance. Here's the updated sheets:

(http://i.imgur.com/g034W1X.png)

New template sheet that covers the missing color:

(http://i.imgur.com/wm6WOBz.png)

Default Palette:

(http://i.imgur.com/y63aQ1S.png)

Alt Palette:

(http://i.imgur.com/pASMbZN.png)

Prototype Soma Palette:

(http://i.imgur.com/vx9CwsC.png)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 17, 2016, 11:03:05 PM
There was a minor error in my original sheet and I actually did miss a color on my template sheet (derp). Also the pose Dario is holding in Lukmendes second costume screenshot was missing from the sheet, so I added it. I think it would fit perfect for his "D-Pad held Up" stance.

But that's just the pose which he uses when he stands still, his hold up pose could just be him with his arms crossed.

There are some sprites missing, sure, but that's because boss Dario already has them, like the one where he punches the ground, or his teleport pose.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 18, 2016, 12:36:32 AM
Here's the current spritesheets for Rusty and Celia:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on February 18, 2016, 04:16:51 AM
There are some sprites missing, sure, but that's because boss Dario already has them, like the one where he punches the ground, or his teleport pose.

Is the playable Dario going to use any of those missing sprites from the boss version? If so I'll need a sheet of them so I can color separate them too.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 18, 2016, 12:04:07 PM
Is the playable Dario going to use any of those missing sprites from the boss version? If so I'll need a sheet of them so I can color separate them too.

Yes he will, it's just the ground punch and the teleport pose, and Serio or someone else would need to post them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 18, 2016, 11:25:43 PM
Celia's crouch:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 19, 2016, 12:01:08 AM
Only problem with it is that hand, it's suddenly on her hip when she starts crouching, one or two extra frames should be fine for the transition.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 19, 2016, 07:41:22 AM
that celia jump looks more like a hop, like she just hops up slightly.

i had some separation done to dario already, but nowhere near this level. lol.

i guess i'll have to redo entire dario. make him a playable, then make his ai controlled version play the same as boss dario.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on February 19, 2016, 09:30:14 AM
i had some separation done to dario already, but nowhere near this level. lol.

Yeah, I can't draw sprites from scratch, but I learned quite a few tricks about color and palette editing in my Mugen/Fangame days :)

Anyways finishing up the rest of the sprites went quicker than expected, so here they are:

(http://i.imgur.com/M30XThC.png)

And of course the palette from that sheet adapted to Dario's new palette (grabbed some colors from John Morris for the gun, hehe):

(http://i.imgur.com/eJChPZd.png)

In regards to Rusty: While her sprites technically don't need any color separation I could add a few color tricks to her that would make her palette options more flexible: such as making her gloves and boots be able to be a different color than her body suit, the ability to making her appear to be wearing stocking/leggings in some palettes, etc.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 19, 2016, 12:34:23 PM
i guess i'll have to redo entire dario. make him a playable, then make his ai controlled version play the same as boss dario.

Wouldn't that just be weird? Unlike the other boss characters, player Dario is going to have more moves, and from the moveset I suggested, two of them will work differently from the original version.

He could use more movement when fighting, actualy, any of the player-boss characters could try to move around more instead of just chasing the player all the time and use a random attack when they get close.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on February 19, 2016, 08:15:35 PM
actualy, any of the player-boss characters could try to move around more instead of just chasing the player all the time and use a random attack when they get close.
Agree,We need variation for AI attack,not just run up to player and start beating the crap outta him.
How about they more likely to use subweapon like dagger when far away or even item crash (Because Only AI richter can do this)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 19, 2016, 09:14:46 PM
that's why i said i'll bring over the original dario ai instead of using the default one.

i may make him run in if he's off screen, then walk forward a little bit more so he's not starting his attacks on the edge of the screen.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 19, 2016, 11:25:24 PM
Celia's revised crouch, with an extra frame:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 19, 2016, 11:50:35 PM
Celia's revised crouch, with an extra frame:

Looks good.

Also, apparently the discussion about boss Celia moveset died already, which is sad. I think we should use the moveset where she summons monsters based on literature, since it looks pretty interesting.

I think she should decide on their stats, resistance to what attacks and whatever, HPs could be the same as the game's, maybe a bit more since some enemies are purposedly made weaker because of how weak early level characters are, also I think Celia should "suck" when she's added, summon only 2 or 3 of each enemy, then after enough testing, only increase the ammount, the weaker the enemies are, the more she summons.

For a player Celia, I think she should summon some monsters as well, Tin Man would be an excellent choice for one of them since it could be used as a projectile destroyer and to hit multiple times the big enemies, maybe each monster she summons and stay on screen could be immortal, but keeps eating her MP, she could have a moveset which wastes a significant portion of her MP in general for her to not be able to summon monsters and keep attacking with other attacks without worries.

She could have two types of monster summon, one working like a familiar, which will stay on screen as long as you have MP (Really think Tin Man should be this kind), and another which only shows up for one attack then disapears (Like Charlotte's summon skeleton).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 12:13:05 AM
Could Celia be able to recharge HP (by holding UP) while having monsters summoned? This would be interesting because it would simulate having monsters to fight FOR you, and not WITH you. Celia could be practically defenseless while having monsters to fight for her, which could possibly be killed.

Maybe while holding UP, her MP stays the same, instead of going up or down. So in order to stop the enemy onslaught, you'd have to hit Celia.

EDIT~

Celia's (slightly edited) groundjump sequence.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 12:39:10 AM
Could Celia be able to recharge HP (by holding UP) while having monsters summoned? This would be interesting because it would simulate having monsters to fight FOR you, and not WITH you. Celia could be practically defenseless while having monsters to fight for her, which could possibly be killed.

That could potentialy make the monsters useless, if she ends up being deffenseless with them around, her summoning monsters should be both offensive and deffensive mechanic, with enough holes to not make it be the only thing she uses and for her to have to use something else in other matchups.

Quote
Maybe while holding UP, her MP stays the same, instead of going up or down. So in order to stop the enemy onslaught, you'd have to hit Celia.

Sounds cool, maybe summoning a specific monsters could waste more MP than usual, so you'd have to hold up to avoid wasting too much MP, which could make it useful in some matchups, and horribly useless in others.

Maybe the enemy which wastes more MP could be something like an Iron Golem. to make sure it can be useful against flight bosses as well.

Also, for boss Celia, I think she should just teleport away from the stage when she summons the monsters to attack you, no barrier while she stays ivulnerable at the edge of the screen, attacks like Montano's beam and item crashes still look like it'd hit her, so it's better to just make her disapear.

Also, maybe instead of being a fixed number of enemies, each enemy could waste a specific ammount of her MP, with stronger ones wasting more, once it reaches a certain ammount, she stops summoning them and goes to fight you directly.

She could also have the lowest HP among bosses (I think the lowest right now is Shaft's, counting only the first form, it's around 1500~1600, so maybe her's could be around 1400 or less), only fair, she looks like she can't take a beating like the others, plus you won't be fighting her directly for a decent ammount of the fight, you'll be fighting the monsters she summons.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 12:43:32 AM
What would the necessary sprites be for a Boss Celia? I know a walking animation would most likely be needed, as well as her teleport and her magic-thingy. Would she need to have a jumping animation in the fight? Dario and Dmitrii don't have them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 12:53:49 AM
What would the necessary sprites be for a Boss Celia? I know a walking animation would most likely be needed, as well as her teleport and her magic-thingy. Would she need to have a jumping animation in the fight? Dario and Dmitrii don't have them.

I think when she fights the player directly she could just have some attacking sprites, like using that beam, but pointing forward instead of upwards.

I honestly don't think she should be that much of a threat when she fights you directly, so she probably shouldn't have too many attacks, just, attack, teleport away when not in recovery, repeat until she gets MP back, then just teleport away from the stage to summon more monsters.

Besides the beam, she could have an electric attack, for the sake of variation, so maybe a pose with her listing one or both of her arms to use it (Could be the same pose her player version would use in an item crash).

Don't think jumps would be needed, better keep her on the ground.

Also, for that jump animation, her dress could go upwards a bit while she's falling.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 01:58:14 AM
So, when Boss Celia's sprites are created, could she be added before Player Celia? I can finish Boss Celia quickly, and so could she be added as soon as possible?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 02:03:25 AM
So, when Boss Celia's sprites are created, could she be added before Player Celia? I can finish Boss Celia quickly, and so could she be added as soon as possible?

Yeah, I think boss Celia would "inevitably" be the first one to be added, since she needs significantly less sprites, I think just summoning, attacking, teleporting and dying would be enough.

Then again, she could be delayed if the sprites of the suggested enemies aren't ripped:

I support the notion that a number of the monsters that Celia summons should have some sort of literary correlation. Besides the Wizard of Oz, perhaps we could put in references from:

Greek Mythology:
-Dryad
-Erinys
-Harpy
-Arachne
-Necromancer

Harry Potter Series (?):
-Basilisk
-Cerberus (Maybe scaled-down?)
-Mandragora (Maybe made so they don't blow up immediately)
-Unicorn
-Manticore
 
Lord of The Rings:
-Golem
-Lossoth
-Treant
-Warg
-Azaghal

There's also the Wizard of Oz ones, those would be Tin Man, Lion, Scarecrow and a Witch, also Unicorn, Orc and Golem can be taken out, first two because they're from 3D games, so they don't have sprites, last one because he isn't part of LotR.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 03:00:47 AM
If/when Dmitrii's copying ability is added, could the same be done for Soma? Like getting the power from the boss he last fought?

And during Celia's fight, would Soma 'absorb' the souls of the monsters?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 03:08:47 AM
If/when Dmitrii's copying ability is added, could the same be done for Soma? Like getting the power from the boss he last fought?

That would just make his moveset become overbloated even if it is possible, plus, the souls increasing his MP is a better advantage anyway.

Quote
And during Celia's fight, would Soma 'absorb' the souls of the monsters?

Well, when Soma absorbs a soul it increases his MP, that would make the battle against Celia way too useful for him, so I don't think that would be a good idea.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 20, 2016, 03:53:36 AM
What would the necessary sprites be for a Boss Celia? I know a walking animation would most likely be needed

Doesn't she already have a walking animation?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 04:00:50 AM
Doesn't she already have a walking animation?

Yes, you can see it right at the beginning of the game, after you kill the monsters.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 04:17:15 AM
Speaking of which, I don't imagine Celia distinctly running, so her running animation should probably be a sped-up walking one.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 04:22:40 AM
Speaking of which, I don't imagine Celia distinctly running, so her running animation should probably be a sped-up walking one.

That would just look weird, even 8-bit Simon runs lol.

There's the option of making a running animation with small movements, or, she could just not be able to run at all, backdash cancels can take care of movement, she could also have a pretty fast teleport to help as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 04:59:04 AM
Yeah, I don't really think she needs to run I the first place...she has a teleport already, so that should take care of a lot of things.

So...I more or less forgot, but what other animations does Rusty need?

Is Boss Dmitrii ready to be slated without any/much spritework, and what exactly is Player Dmitrii's moveset? I'll need to start working on him.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 20, 2016, 06:51:59 AM
Running's kind of a universal maneuver though, how about hover-dashing a la Death?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 12:22:31 PM
So...I more or less forgot, but what other animations does Rusty need?

Backdash, double jump, super jump, air version of her upwards whip attack, and maybe a crouching version (She could combo the standing version into the crouching version if the boss is flying low enough), hold up pose, chargeable move pose, item crash use pose, her last two attacks (One where she has her arm forward with the palm open to use a orb, another where she raises her arm, like the Morrigan picture I posted), and maybe a slide.

Quote
Is Boss Dmitrii ready to be slated without any/much spritework, and what exactly is Player Dmitrii's moveset? I'll need to start working on him.

Well, his moveset could be recycled Soma moves, with his sub weapons being the elements he copies, though he could start with a dark element "sub weapon".

I don't think he should have attacks where he puts a lot of physical effort into them, doesn't look like he'd do that so much.

Also, I had an idea, how about giving Dmitrii AoS' Kaladbolg? That sword was pretty good, would probably be better than that dagger he has because of the better range, maybe the boss version could be using it too.

Running's kind of a universal maneuver though, how about hover-dashing a la Death?

Well, out of all the universal universal moves, running is the least needed one, but yeah, I guess that one could work.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 06:00:47 PM
Would it be a good use to make his c attack kaladbolg, but make his a attack a soul that doesn't consume MP? And shouldn't his MP recovery be pretty good as well?

I guess we want to make him seem like he's not 'complete' without copying elements.

A,C - Kaladbolg
Up, A - Copied Element
Up, C - Modified version of copied element?
U, bdf - Alura Une
Y - Maybe covers him in an aura that copies elements? (Of course we'd still need the hit/copy animation, but maybe it doesn't do damage?)

This is all I've really got so far, but having both of his subweapon slots being non-existent until he copied an element seems like a good idea.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 06:25:41 PM
Could this be Player Dmitrii's pose for the Y button? It could also be his UP pose, but I think it would for better with the sprite that has his palms up. This one just looks like he's focusing intently, waiting to get hit by something.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 07:05:35 PM
Would it be a good use to make his c attack kaladbolg, but make his a attack a soul that doesn't consume MP? And shouldn't his MP recovery be pretty good as well?

If so, A button should be Kaladbold, C button would be the soul.

And, well, if it isn't a normal, slide or a divekick, damaging attacks need to waste MP, I mean, there was a time when Carrie's tracking projectile didn't waste her MP, at all, supposedly that was compensating for her shitty normals, but that ultimately made her broken.

With him being a Dark Lord candidate, I think his MP recovery should just be below Soma's, and Dario's around the same level as Dmitrii's.

Quote
I guess we want to make him seem like he's not 'complete' without copying elements.

A,C - Kaladbolg
Up, A - Copied Element
Up, C - Modified version of copied element?
U, bdf - Alura Une
Y - Maybe covers him in an aura that copies elements? (Of course we'd still need the hit/copy animation, but maybe it doesn't do damage?)

He could have a different version of it, where he's ivulnerable when he tries to copy an element, with a timing similar to that of a perfect guard with Jonathan/Werewolf, I-frames after copying an element could last long enough for him to be able to move safely, though it should have less I-frames against players.

Quote
Could this be Player Dmitrii's pose for the Y button? It could also be his UP pose, but I think it would for better with the sprite that has his palms up. This one just looks like he's focusing intently, waiting to get hit by something.

Yeah, I guess it could be, specialy since he doesn't have a pose to use for a Y button.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 07:11:33 PM
If so, A button should be Kaladbold, C button would be the soul.

What would his C button be in this case? It would need to waste MP though...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 07:24:44 PM
What would his C button be in this case? It would need to waste MP though...

Doesn't need to be anything, C button could just be another button for him to use Kaladbolg, but if not, it could just be his sub weapon button.

I think some of his specials could be direct copies of an enemy attack instead of being something Soma gets when he gets a soul, like Disc Armor's, which the enemy version has bigger range but is slower (Recovery could be backdash cancelable, with that line making the disc follow Dmitrii whenever he goes, basicaly a larger and slower version of player Death's qcf attack).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 07:42:06 PM
Rusty's Ground Jump sequence:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Undead on February 20, 2016, 07:47:49 PM
Boss Dmitri needs to be hit to link with a soul. How does that work for a player character? Something like a perfect guard? Also, canon-wise, he charges up a bit after linking with a soul, which could be a problem during quick matches, but is also part of his powers. What do you think about this?
The way I see Dmitri working (from what I understand about mugen limitations) is that he will swap between an alredy set of souls when hit by a specific type of magic, and not aborsing the exact same projectile to use.

Celia sounds interesting with her summons. Reminds me of RoB Shaft first boss fight.

I have been playing "Aliens Infestation" from DS, and I noticed how the marine sprites from the game could be swiftly edited into Henry Oldrey or any kind of armored character that holds a gun or crossbow. What do you guys think? It's quite tricky to rip sprites from this specific game (at least for me), but I could try if a spriter would take interest? [video with gameplay] (https://www.youtube.com/watch?v=O-q-mcKxwIU)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 08:05:24 PM
Rusty's Ground Jump sequence:

She could move her body a bit during the jump, at least her legs.

Boss Dmitri needs to be hit to link with a soul. How does that work for a player character? Something like a perfect guard?

Yes

Quote
Also, canon-wise, he charges up a bit after linking with a soul, which could be a problem during quick matches, but is also part of his powers. What do you think about this?

Just make the recovery be backdash cancelable, and give it some I-frames.

Quote
The way I see Dmitri working (from what I understand about mugen limitations) is that he will swap between an alredy set of souls when hit by a specific type of magic, and not aborsing the exact same projectile to use.

Serio changed the way elements work, so at least now Dmitrii will be able to copy an element thrown at him, so, whichever ice attack you use at him, he'll always end up getting the same ice attack, not exactly what he used to have, but, close enough I guess.

Quote
I have been playing "Aliens Infestation" from DS, and I noticed how the marine sprites from the game could be swiftly edited into Henry Oldrey or any kind of armored character that holds a gun or crossbow. What do you guys think? It's quite tricky to rip sprites from this specific game (at least for me), but I could try if a spriter would take interest? [video with gameplay] (https://www.youtube.com/watch?v=O-q-mcKxwIU)

But is there even any interest for a character like Henry? I mean, I guess he could have 8-way shooting since he had auto aim in LoD, but, anything else? Because he'd end up playing very similarly to a generic whip user (With his gun being a better knife, and no whip).

I think in LoD you had to reload the gun with him, which could be his Y button, which could make him shoot faster than usual until he has to reload, but I can't think on what would be his 4 special input moves and the item crash.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 08:12:11 PM
Her leg moves a bit during the fall; Her knee is a bit less tense.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 08:14:31 PM
Her leg moves a bit during the fall; Her knee is a bit less tense.

Oh, right, sorry, didn't notice.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Undead on February 20, 2016, 08:20:05 PM
It doesn't have to be exactly Henry, I just thought the sprites looked similar to him?
If it so where to be him, that sounds like a very nice idea, a reload system where he could swap between diferent bullets, someting like Montano but with no subweapon, just swapping the main attack effects itself. Perhaps for one the specials he could throw a holy water bottle on the air and shoot it as you release the button, like Tessa from Red Earth/SVC:Chaos.

To be honest i'm just throwing this out here, in case someone finds it useful
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 20, 2016, 08:45:55 PM
It doesn't have to be exactly Henry, I just thought the sprites looked similar to him?
If it so where to be him, that sounds like a very nice idea, a reload system where he could swap between diferent bullets, someting like Montano but with no subweapon, just swapping the main attack effects itself. Perhaps for one the specials he could throw a holy water bottle on the air and shoot it as you release the button, like Tessa from Red Earth/SVC:Chaos.

To be honest i'm just throwing this out here, in case someone finds it useful

Yo, the holy water idea sounds awesome, it could also break by itself if it hits something, though that'd be better as a special input button, and it'd need to hit harder than usual since it looks situational, or maybe the holy water could spread more after being shot, to make sure it hits something, but still would need to do higher than usual damage regardless, because in case it sucks, you can just shoot normaly or use the axe.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 20, 2016, 11:04:37 PM
Added pretty much everything except for the poses:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 21, 2016, 12:41:09 AM
But is there even any interest for a character like Henry? I mean, I guess he could have 8-way shooting since he had auto aim in LoD, but, anything else? Because he'd end up playing very similarly to a generic whip user (With his gun being a better knife, and no whip).

I think in LoD you had to reload the gun with him, which could be his Y button, which could make him shoot faster than usual until he has to reload, but I can't think on what would be his 4 special input moves and the item crash.

I would really like to see Henry. Though honestly I can't think of many specials for him either. I recall there being a thread a long time ago, trying to discuss move ideas for him. All I could think of is the upgraded subweapons from LoD, which may not be super great but at least it's something. Someone else suggested he could be able to move while shooting, and I think someone else might have been trying to think of a way that the sun and moon cards could be incorporated somehow. I don't remember if anyone had ideas, but maybe they could be some sort of stat boosts? Since the daytime weakens certain enemies, maybe the sun card could allow him to temporarily do holy damage with his normals.

I have been playing "Aliens Infestation" from DS, and I noticed how the marine sprites from the game could be swiftly edited into Henry Oldrey or any kind of armored character that holds a gun or crossbow. What do you guys think? It's quite tricky to rip sprites from this specific game (at least for me), but I could try if a spriter would take interest? [video with gameplay] (https://www.youtube.com/watch?v=O-q-mcKxwIU)

I would say rip the sprites if you can. I might give the editing a try. Could you maybe start with getting the idle animation so I could compare it to the sprites of some Castlevania characters?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 01:43:31 AM
Completed the entirety of Boss Dmitrii's sprites, and the majority of Player Dmitrii's sprites:

-Walk
-Death
-Summon (midair and crouching included for all attacking positions)
-Throw
-Slash (Kaladbolg)
-Shoot
-Copy
-Backdash
-Conversation poses(?)
-Hit
-Hit (strong)
-Falling
-Hard Landing
-Jump (I guess if you can count a pose as a jump)
-Y button pose
-UP pose
-Shoot while Backdashing
-Majority of souls he could use
(Yeah, pretty much everything except for his running animation. Please note that I did NOT attach his scarf for most of the sequences.)

So I was wondering, could Dmitrii have something akin to Soma's Cagnazzo? I found the Valkyrie soul from AoS, and I thought that could possibly be used. In addition, I put in multiple versions of one move, and put in alternate souls that could be used (DoS Disc Armor compared to AoS Disc Armor)

Could Dmitrii possibly have the capability to use subweapons/attack while backdashing? If I can recall correctly, he does this in DoS.

EDIT~

Here's the enemy sprites for Celia. For some reason I couldn't find any sprites for Lion, or even the Buer with a lion face. But here's the rest:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 02:35:49 AM
Added pretty much everything except for the poses:

That slide looks like she's just sitting, mostly because of her upper body, she looks too "relaxed".

The pose where she uses that other attack, I imagined her movement being more of a hand-wave, with her arm strectched during the movement and her facing forward instead of facing the camera, though I guess the one you made could be used for another attack, though it could use a last frame with the arm fully stretched.

Also, I just noticed, her running, jumping, super jumping poses, upwards air attack and her falling pose has her sides from her upper body completely covered, while most of them have those "holes" like in the original.

The falling pose still looks a bit odd because the whole hair needs to go up while falling, not just the lower parts of it.

You might want to make her do a similar pose to the upwards whip attack on the crouching version of this attack, her legs facing forward while her body faces the camera is a very unconfortable pose to say the least, and for both she could look upwards during the attack.

The frames for the attack with her palm open, just needs the rest of the frames for the crouching version.

Also, I forgot to mention, there's also the pose she does after she completes a stage, and a pose when she gets hit (Air, ground, crouching)

(http://i.imgur.com/Onn0Yip.png)

I would really like to see Henry. Though honestly I can't think of many specials for him either. I recall there being a thread a long time ago, trying to discuss move ideas for him. All I could think of is the upgraded subweapons from LoD, which may not be super great but at least it's something. Someone else suggested he could be able to move while shooting, and I think someone else might have been trying to think of a way that the sun and moon cards could be incorporated somehow. I don't remember if anyone had ideas, but maybe they could be some sort of stat boosts? Since the daytime weakens certain enemies, maybe the sun card could allow him to temporarily do holy damage with his normals.

Upgraded sub weapons is something I think all LoD characters could share, though, I only know how the axe one works, don't know about the others.

One attack I thought for Henry is his C attack, in Resident Evil Outbreak games, Kevin and Alyssa had an attack called "potshot", in that attack, you aim with the handgun/magnum for a while, then they'll aim again with it, for a more precise shot, and if you shoot after that, the gun will do more damage, this attack could be given to Henry, but with the only condition that you'd need to aim to use it, still be able to walk and maybe jump during it, but things like backdash, heavy landing, getting hit and reloading would interrupt it, he could shoot more than once in that state, because making it be a single bullet would suck.

With C button being used, and A button being the button you shoot, his sword could be a special input attack.

The holy Water attack Undead suggested, maybe he could throw two holy waters, bigger area of effect and to make sense why it does more damage.

Sun and Moon cards would need to change the stages to either day or night time, and most stages don't have such a transition, plus a stage itself would need to have a damage modifier, but I guess this can be replaced by something like, holy and darkness cards instead, something like it making the stage having more holy or darkness around, so if a boss is weaker to either, it makes their deffenses drop, I know it's pretty much the same as sun and moon cards, but it'd avoid a lot of unnecessary coding by making a stage be either day or night and change characters deffenses based on that, lol, this could be an item crash.

Completed the entirety of Boss Dmitrii's sprites, and the majority of Player Dmitrii's sprites:

You're on fire today, lol.

Quote
So I was wondering, could Dmitrii have something akin to Soma's Cagnazzo? I found the Valkyrie soul from AoS, and I thought that could possibly be used.

But that soul works more like Reimu's special inputs moves where she summons someone to attack for her, and making it work like a longer ranged Cagnazzo could make Alura Une useless.

I guess the AoS Valkyrie soul could work as his holy damage sub weapon, for the player version, I guess he could have holy by default too, which by thinking about it, it's better for him to have it by default since the only boss with a holy attack is Richter, and it's pretty risk to try to bait him into using holy water or cross, and you'll be fucked even when he uses it...

That means his Disc Armor attack would really need to be the enemy version, because the Valkyrie soul is already covering the up close range.

Quote
Could Dmitrii possibly have the capability to use subweapons/attack while backdashing? If I can recall correctly, he does this in DoS.

Don't see a problem with that, everyone who isn't Sakuya can already abuse some sub weapons by doing backdash cancels after all, so that wouldn't stand out too much.

Don't think he should have Death soul by the way, the others are fine though.

His sprite sheet looks good by the way.

Quote
EDIT~

Here's the enemy sprites for Celia. For some reason I couldn't find any sprites for Lion, or even the Buer with a lion face. But here's the rest:

Weird, guess no one really cares about that lion, lol, guess someone would need to rip his sprites from SotN then.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 21, 2016, 03:56:24 AM
Upgraded sub weapons is something I think all LoD characters could share, though, I only know how the axe one works, don't know about the others.

That's what I figured too.

For the others:
     -Dagger: Flame dagger.
     -Holy water: Causes huge explosion, lasts longer, and the lingering flame is larger than he is.
     -Cross: Standard cross but flies around longer, hitting the enemy multiple times.
     -Axe: Standard axe, causes lightning to strike down on the point of impact with either the enemy or the ground. Also creates a shockwave.

I think I wrote these up from watching gameplay videos, I can't really remember.

(Also, WTH, look at the date of my old post.)

Quote
One attack I thought for Henry is his C attack, in Resident Evil Outbreak games, Kevin and Alyssa had an attack called "potshot", in that attack, you aim with the handgun/magnum for a while, then they'll aim again with it, for a more precise shot, and if you shoot after that, the gun will do more damage, this attack could be given to Henry, but with the only condition that you'd need to aim to use it, still be able to walk and maybe jump during it, but things like backdash, heavy landing, getting hit and reloading would interrupt it, he could shoot more than once in that state, because making it be a single bullet would suck.

I think I understand. I'm trying to think of how this would work. Something like charging up for the spin slash in Link to the Past? That is, his mobility would be limited in exchange for being able to do more powerful attacks?

Quote
Sun and Moon cards would need to change the stages to either day or night time, and most stages don't have such a transition, plus a stage itself would need to have a damage modifier, but I guess this can be replaced by something like, holy and darkness cards instead, something like it making the stage having more holy or darkness around, so if a boss is weaker to either, it makes their deffenses drop, I know it's pretty much the same as sun and moon cards, but it'd avoid a lot of unnecessary coding by making a stage be either day or night and change characters deffenses based on that, lol, this could be an item crash.

Well, I wasn't thinking of having it change the stage. The cards would do something different that would only affect him, I guess.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 04:05:46 AM
For the others:
I think I wrote these up from watching gameplay videos, I can't really remember.

(Also, WTH, look at the date of my old post.)

The dagger sounds the same as the usual golden dagger the other characters have, and Cross flying around for more time could be more problematic since bosses usualy don't like to stand still.

Quote
I think I understand. I'm trying to think of how this would work. Something like charging up for the spin slash in Link to the Past? That is, his mobility would be limited in exchange for being able to do more powerful attacks?

Yeah, pretty much.

Quote
Well, I wasn't thinking of having it change the stage. The cards would do something different that would only affect him, I guess.

Well, the whole point of those cards was changing the time for either day or night, having them and not make the time change to either day or night would just be weird.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 21, 2016, 04:17:18 AM
The dagger sounds the same as the usual golden dagger the other characters have, and Cross flying around for more time could be more problematic since bosses usualy don't like to stand still.

It would be something like Ryu Hayabusa's windmill shuriken - that is, it would go through the enemy and keep going back and forth on them, not just stay in place. It could even track them.

Quote
Well, the whole point of those cards was changing the time for either day or night, having them and not make the time change to either day or night would just be weird.

True, but we can't really mess with all the stages like that. I was thinking something like, hold up the sun card and the sun briefly appears above him for a short boost.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 04:40:12 AM
It would be something like Ryu Hayabusa's windmill shuriken - that is, it would go through the enemy and keep going back and forth on them, not just stay in place. It could even track them.

Don't think making them track an enemy would be that much of a good idea since they didn't do so originaly, though if they follow the characters around it could help.

Quote
True, but we can't really mess with all the stages like that. I was thinking something like, hold up the sun card and the sun briefly appears above him for a short boost.

Guess that could work.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 04:48:07 AM
Fixed some stuff.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on February 21, 2016, 05:01:33 AM
Don't think making them track an enemy would be that much of a good idea since they didn't do so originaly, though if they follow the characters around it could help.

What the upgraded cross does is home in on enemies (or destructible objects) and bounce off of them to other ones. It's hard to translate that to this since most of the time, you won't be fighting more than one enemy.

https://youtu.be/BBUd7eXW9Oc?t=2h11m (A little after 2:11:00)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: IandI on February 21, 2016, 05:07:59 AM
i like as Rasgar says,the sun or the moon may appear above Henry... but he can shine like Nathan, but can be brilliant gold or silver according to the used.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 05:11:55 AM
So, some questions:
When someone rips the sprites for Lion, could Boss Celia start being slated?
Can the same be done for Boss Dmitrii?

The sprite when Rusty falls, facing the screen: Where could that be used?

Dario's story would be more interesting if it were more like Werewolf's, like a path for self-improvement. Dario is like that guy who speaks his mind, regardless of who it harms. Maybe he starts out looking for Soma to get revenge but changed his mind somewhere in the castle.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 05:28:50 AM
Fixed some stuff.

Really now, she shouldn't have her upper body facing the camera while her legs face forward, that just looks unnatural.

The attacks where she's lifting her arm, her hand could be open instead of doing that "crab hand", lol, and the "hand wave" attack, she could move her body alongside her arm (Initial position when the arm is lower, but in later frames she stretches her legs and arms at the end), to make it look like she's putting effort in that move, and I don't think a crouching version of this would look good...

The slide makes her look like she's just sitting to relax, then again, Yoko's is kinda like that too...

Her attack where she has her palm open, more frames should have the hand actualy open, and I don't think she should use the whole whip attack animation, starting from the third frame would be fine.

What the upgraded cross does is home in on enemies (or destructible objects) and bounce off of them to other ones. It's hard to translate that to this since most of the time, you won't be fighting more than one enemy.

https://youtu.be/BBUd7eXW9Oc?t=2h11m (A little after 2:11:00)

Then I guess what it could do instead is just stick to one enemy and hit them for a while even if they move around, and waste more MP because of the more consistent hits.

So, some questions:
When someone rips the sprites for Lion, could Boss Celia start being slated?

Well, she could actualy start before that, no need to start with everything at once after all, program it first then balance it later.

Quote
The sprite when Rusty falls, facing the screen: Where could that be used?

I guess it could be used when she falls from a door when entering a stage, like when the characters gets in Orlok's or Carmilla's stage,

Quote
Dario's story would be more interesting if it were more like Werewolf's, like a path for self-improvement. Dario is like that guy who speaks his mind, regardless of who it harms. Maybe he starts out looking for Soma to get revenge but changed his mind somewhere in the castle.

I really don't think he should stop his revenge, self improvement sounds good if he's weaker, but stopping revenge against somone who made him weaker to begin with wouldn't make sense for a character like him.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 05:33:15 AM
Do I just not make a crouching version of it, or make a modified version?
I'm not really sure what you meant by moving her body alongside her arm, sorry.
The slide was meant to look like Yoko's.

EDIT~
Oh, sorry. I get what you meant. Never mind.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 05:45:10 AM
Do I just not make a crouching version of it, or make a modified version?

Better not make one, not all moves need a crouching version.

Quote
I'm not really sure what you meant by moving her body alongside her arm, sorry.

More or less like this:

(http://i.imgur.com/eyJJrWn.png)

(http://i.imgur.com/Ql6boUq.png)

Notice how she moves her body when she lifts her arm, "big" movements like this make the body move, not just one part of it.

Edit:

Quote
The slide was meant to look like Yoko's.

Well, the weird part is how it looks like she's just sitting, maybe she could put her right arm on the ground like Yoko and Persephone do.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 03:47:39 PM
Took out the first two frames of whip animations, changed the crab hand to a palm, increased palm time, took out crouching position palm, etc.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 04:15:34 PM
By the way, her upwards air whip attack, first frames should be her raising her arm, but she already starts with it almost completely lifted.

Also:

and I don't think she should use the whole whip attack animation, starting from the third frame would be fine.

That's what happens when I write something late at night apparently... Anyway, what I wanted to say is to take out the first two frames from the "forward open palm" attack, not the whip attacks (From both the forward and upwards ones), don't know how the hell I made such a mistake, sorry about that.

She could lift her legs more on the hand wave attack on the last frames, basicaly, each frame her arm raises, she raises the rest of the body as well until the last frame with her arm and legs stretched.

The attack where she uses the upwards attack, with a similar animation to the upwards whip attack, it could use a last frame with her arm fully stretched.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 04:21:35 PM
Does this look like a running sequence, or is it too close to his walking sequence?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 04:25:19 PM
Does this look like a running sequence, or is it too close to his walking sequence?

Can't call that running in any way, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 06:36:30 PM
Improved Rusty's spritesheet, making her arm closer to the ground. Also fixed some stuff.

EDIT~

About Dmitrii's running sequence: He's probably going to use souls, so could he use Black Panther or maybe grow wings or something? I guess making a running sequence would be a lot of work.
It doesn't even matter that he uses identifiable souls;  Menace is basically a whole bunch of souls that weren't even seen in the game, so it would be slightly 'cooler' to make him use unidentifiable souls, I guess.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 07:33:55 PM
Improved Rusty's spritesheet, making her arm closer to the ground. Also fixed some stuff.

I think for the air upwards whip attack, her arm could start low and behind her back, with a weapon like a whip, you need to make it stretch in that direction by doing long movements (Which is why the whip users always start the movement with their amrs behind their back), she can't move her arms like she's stabbing with a sword for example.

Like some other sprites, her slide needs to have the 3 "holes" on the side of her clothes.

Quote
About Dmitrii's running sequence: He's probably going to use souls, so could he use Black Panther or maybe grow wings or something? I guess making a running sequence would be a lot of work.

If Black Panther worked like a generic run animation, it wouldn't be able to maintain the momentum in the air after losing it (Jump, stop, press forward again wouldn't make him activate it again, but I guess he could be coded to make pressing f,f to work), and it might need to waste MP if it does damage (Pointless to damage bosses, but it'd destroy projectiles and could be used to annoy players on VS to interrupt them, specialy things like Item Crashes, not to mention it could theoricaly give Dmitrii a combo from the Black Panther's contact damage).

Quote
It doesn't even matter that he uses identifiable souls;  Menace is basically a whole bunch of souls that weren't even seen in the game, so it would be slightly 'cooler' to make him use unidentifiable souls, I guess.

Well, he could use souls or attacks from enemies who aren't from DoS (Like, giving him an attack from an enemy from OoE), but I think he should only use attacks from monsters which are on the series, no need to make up new attacks, we have more than enough monsters to give him a proper moveset after all.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 07:37:34 PM
So could Dmitrii have some kind of dash instead of a run? Could the Black Panther soul only waste MP when it hits something?

I was thinking of the Flying Humanoid soul, but instead of raising LCK, it could work like a flying-dash thing.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 07:51:17 PM
So could Dmitrii have some kind of dash instead of a run? Could the Black Panther soul only waste MP when it hits something?

Wasting MP only when it hits something could work I guess, maybe something like, 15 per hit.

Quote
I was thinking of the Flying Humanoid soul, but instead of raising LCK, it could work like a flying-dash thing.

That just completely changes what the soul does, lol.

With Black Panther he'd already be fine when it comes to movement, specialy if he can activate it in the air, even without that, characters with "bad" movement can still work fine, Carrie is the best example of this.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 08:43:57 PM
Added Dmitrii's dash pose, added Black Panther and Alura Une, and took out anything not really needed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 09:18:43 PM
Added Dmitrii's dash pose, added Black Panther and Alura Une, and took out anything not really needed.

If he's going to use AoS' version of some attacks, like Disc Armor's, then new sprites for them would need to be made because of size and possibly details.

Now the question is what his item crash would be, maybe the Legion soul could be used for that, though dunno what kind of damage it'd do, in AoS it did dark damage if I'm not wrong, but, HD's does holy damage, it's weird.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 09:25:55 PM
He was going to use the DoS Disc Armor in the first place, I just put AoS Disc Armor in there because of possible shot upgrades.

I guess his Item Crash could be using multiple souls at once...It would look really cool, and besides, perhaps it could require actual skill to use (not like a Holy Water item crash)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 09:32:11 PM
I guess his Item Crash could be using multiple souls at once...It would look really cool, and besides, perhaps it could require actual skill to use (not like a Holy Water item crash)

But using them how? Wouldn't work that well to use multiple elements at once.

Item Crashes generaly don't require skill to use to be honest, you can count on your fingers the ammount of item crashes which do require skill, lol, they're generaly just panic buttons, or a round ender.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 09:50:40 PM
Maybe it could utilize the 'Special' element, and (I forgot to mention this earlier) could, instead of having one powerful attack, switch up his entire moveset, and make it much stronger.

For instance: Instead of Flame Demon, maybe replace it with Hellfire, and maybe add in Buer or something.

Perhaps it would be time-oriented.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 21, 2016, 10:18:18 PM
i actually made a running animation for dmitri in the past. lol.

edit: posted. it's just a julius's run edit though. and now that i look at it, i forgot to add those two scarf thingies behind him.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 21, 2016, 10:19:29 PM
Could you please post it? By all means, it's probably much better than most anything I could do in a short period of time.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 21, 2016, 10:30:12 PM
Maybe it could utilize the 'Special' element, and (I forgot to mention this earlier) could, instead of having one powerful attack, switch up his entire moveset, and make it much stronger.

For instance: Instead of Flame Demon, maybe replace it with Hellfire, and maybe add in Buer or something.

Perhaps it would be time-oriented.

A power up as an item crash would end up being either useless or broken at first though,but oh well, can be patched later either way, guess he could have that as a variation to make item crashes be offensive in a different way of the usual "high damaging attack with I-frames for X ammount of time".

Though, I don't think it should give him moves, just buff his current moveset.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 22, 2016, 12:51:35 AM
So, how would Celia's battle work? I would assume she would first summon the smaller ( and thus weaker ) enemies, and then get bigger and stronger from there. However, what happens if the player doesn't attack Celia within the time alotted, and all of the enemies are defeated?
Would she start back from the first set, or just do nothing until she dies?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 22, 2016, 01:04:28 AM
So, how would Celia's battle work? I would assume she would first summon the smaller ( and thus weaker ) enemies, and then get bigger and stronger from there. However, what happens if the player doesn't attack Celia within the time alotted, and all of the enemies are defeated?
Would she start back from the first set, or just do nothing until she dies?

Keep summoning the strongest one again and again and again, the reason why she would stop summoning and go fight you directly is because she needs to recover MP, and try to kill you.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 22, 2016, 01:11:35 AM
i edited the previous post to post the run anim btw. in case you missed it because of page change.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 22, 2016, 05:54:53 PM
Changed Dmitrii's sword slash...it's not quite Kaladbolg anymore, but it could qualify As a Bloody Sword or something.
Also added the scarf things to his running sequence.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 22, 2016, 06:00:19 PM
Don't forget to separate the VFX on the slash.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 22, 2016, 06:13:55 PM
The sword slash could have some frames without the sword, for the last frames.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 22, 2016, 11:02:26 PM
the slash misses 1-2 more frames after the attack itself. i don't think he should just stop the sword like that, try swinging something heavy and stop it mid way like that. lol. the inertia will drag the object along.

kinda like soma:
[attachimg=1]
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on February 23, 2016, 01:28:09 PM
So dmitrii gonna have slash as primary attack and stab as stronger one?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 23, 2016, 01:54:03 PM
So dmitrii gonna have slash as primary attack and stab as stronger one?

As far as I'm concerned, he'll have only one normal, that being AoS's Kaladbolg.

So, Dmitrii has two special inputs so far, one to summon Alura Une and another to use the enemy version of Disc Armor, which means he throws it at a big distance, then returns, which would make it a pretty good projectile destroyer, I think one of the other two should do magic damage.

Perhaps his Malachi soul and AoS Valkyrie could just be those two last inputs, which would make him start with no sub weapons, then he just goes copying the elements when you play arcade mode.

Now, the things he'd be lacking with this moveset would be: Air to ground moves, fast projectiles and tracking moves, maybe none of his special inputs moves could be backdash cancelable, to make the copied elements be his most flexible moves to give him another reason to use them (Though Malachi soul and AoS Valkyrie soul should have better recovery than long distance moves).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 23, 2016, 05:28:54 PM
I unfortunately wasn't able to finish the slashing animation, but here's the effects for it (Including the sword and without it)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 23, 2016, 06:30:56 PM
So, I've been thinking, how exactly does Alura Une soul works in DoS? Does it not move at all?

I think she could be something Dmitrii summons, and it wastes a big ammount of his MP, but, it will be in the stage without wasting his MP after that, but, it would also need to have it's own HP, and if it doesn't move, it could have some more HP.

In AoS, the Alura Une had it's own way of avoiding damage, the humanoid "enters" the plant and closes the petals, it avoided damage completely for a while, maybe it could have something similar, activate it when the Alura Une too too much damage, but instead of not taking damage, it could take less damage, and heal itself for a while.

If the player where to take control on when Alura Une activates that deffensive mode, maybe doing the input to summon her again could do that, or maybe something simpler, like, making the C button unusable until Alura Une is summoned, and C button makes her activate or deactivate the deffensive mode.

Also, his Kaladbolg and Malachi soul, it'll automaticaly be useless against Blackmore, Draculina, Dracula, Death, Danathus, Death, Remilia, other bosses like Olrox have resistance to darkness, but just resistance that doesn't lower the damage too much doesn't make it useless, out of those bosses, Blackmore and Draculina won't make that much of a difference, Blackmore is a simple boss and there are a lot of ways to damage him, plus disc armor could be a really good choice against him, Draculina, normals are only really usable against her if they have high hitbox, against Danathus, Death, Dracula, a normal can be missed, but you don't really need to use a normal to beat them (Anyone with an axe don't even need to use anything besides the axe against Death), but, Danathus, it always depends on other tools, Death will only be tough if Dmitrii is bad at doing damage (I doubt so, since theoricaly Alura Une and AoS Valkyrie Soul would be really good against him), and Dracula, he'd need MP management, though it probably wouldn't be that bad since Malachi Soul would be able to destroy the projectiles, and being able to destroy Dracula's projectiles consistently already gives the character a decent matchup against him, against Remilia, normals matter less than you'd think, special inputs or sub weapons are better to use against her.

Basicaly, from what I can think of, Danathus would be the toughest one, she'd probably make Alura Une useless too because of how much she's agressive, but AoS Valkyrie soul and enemy version disc armor could do the job against her.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 23, 2016, 07:58:07 PM
Alura Une stays still in DoS, even if she's activated as a soul. However Dmitrii can somehow move around with the soul activated. Perhaps pressing a could summon a stationary Alura Une, and pressing c could summon one that moves with you, and wastes more mp.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 23, 2016, 08:41:11 PM
Alura Une stays still in DoS, even if she's activated as a soul. However Dmitrii can somehow move around with the soul activated. Perhaps pressing a could summon a stationary Alura Une, and pressing c could summon one that moves with you, and wastes more mp.

To be honest, that wouldn't make much of a difference, the bosses with big area of effect attacks would still be able to easily destroy her.

Her advantage would be on bosses like Death or Dracula (Even if you let him face her, even so, he'd have some attacks to hit her), since she's so big, she'd be situational, high deffense or pretty high damage would be more important than movement for her, giving the option to do a way of block attacks would be what would allow her to live longer.

I wouldn't be surprised if she starts out being shitty, but hey, that can be patched later.

She should have lower deffenses on VS though, since unlike against bosses, on VS the opponent can have the momentum interrupted.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 23, 2016, 08:48:43 PM
I'm pretty sure Alura Une moves around at the same speed of Dmitrii, kind of like Soma's Cagnazzo. (whereas Soma can't move at all with Alura Une activated.) Perhaps it could disable the option to run, if it could work that way.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 23, 2016, 08:59:49 PM
I'm pretty sure Alura Une moves around at the same speed of Dmitrii, kind of like Soma's Cagnazzo. (whereas Soma can't move at all with Alura Une activated.) Perhaps it could disable the option to run, if it could work that way.

Well, the thing is, most boss attacks go forward or after you, you can count on your fingers the ammount of attacks which go upwards, and the thing is, for Alura Une to move left or right, it wouldn't matter, the attacks which would travel forward would hit her eventualy.

The only attacks I can think of she'd be able to avoid would be attacks like Dario's fire pillars, Danathus' overhead, and Dracula's Destruction ray, there might be a few more, but those are very few attacks, so just moving left or right wouldn't be enough.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 23, 2016, 11:42:44 PM
Added the extra frames to Dmitrii's slash.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 24, 2016, 12:16:13 AM
Added the extra frames to Dmitrii's slash.

Looks good.

Now, I need as much information about Alura Une as possible, like, what's the range limit of her attacks, how often she attacked, how high was the damage and how it works when Dmitrii copied it, does it follow his movements? Even when he jumps? (He does jump when you corner him and he uses that backdash from what I've seen).

I'm imagining that he could have two versions, one where he puts it in one place, has it's own HP, wastes less of his MP, and another which just follows him around, wastes more MP, and is deactivated as soon as Dmitrii takes a hit, that way both would have it's uses in specific matchups, though balance would be needed, 'cause the second one could be overall significantly better. Boss version should use only the first one.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 24, 2016, 12:30:08 AM
I can't really replicate if Dmitrii can jump with Alura Une activated, as I don't have an emulator to play DoS without extremely low framerates. I assume it would follow him though. Dmitrii walks, and it follows him like a familiar, as if Soma had it activated.
I can remember, however, that the Alura Une soul uses roses to 'punch out' at an opponent in rapid succession in up to three hits in a row, doing, I think, about 60 damage every hit, or whenever Dmitrii copies it, at Lvl.1.The range limit can stretch, as the vines can stretch to hit enemies.
I think one could possibly bait him into getting hit by an Une, and instead of copying it, the Alura Une instead performs the Soul Combination 'Une+Alura Une', which allows the Alura Une to launch Une seeds into the air. (I guess Boss Dmitrii could use this on harder modes, maybe having the Skeleton Farmer soul too.)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 24, 2016, 01:45:51 AM
Not sure about letting boss Dmitrii's Alura Une throw Unes, one of the ways bosses generaly get buffed here is to become faster and have less recovery, so, Alura Une could leave a lot of hitboxes around by throwing Unes, so you'd have to deal with them, the Dmitrii with less recovery on his moves, and his Alura Une, lol.

I think boss Dmitrii could have a weaker air control than other bosses, Richter, Albus, Stella, those bosses have a really strong air control, even Dario has some shit to use for you to respect him in the air (specialy if you're too close), so maybe without Alura Une his air control could be below average to allow better movement during the fight.

Also, player Dmitrii's moveset could be like this:

f,f attack: Malachi Soul, multi hit high damaging move.

qcf attack: Disc Armor soul, big range, multi hits, but average damage, would be better as a weaker zoning tool to use when he doesn't have any elements.

up,qcf attack: AoS Valkyrie soul.

b,d,f attack: Alura Une, A version could be him thoring it then it stays in one place attacking, has it's own HP, C version could be him summoning one near him, which follows him when he moves, but is deactivated when he takes a hit.

We need to decide on his item crash and what kind of attack each element does, though I did suggest what they could do for boss Dmitrii:

Anyway, my ideas for what his element attacks could be:

For the thunder attack, maybe it could be Rycuda's soul, making it a instant full screen attack, which you can crouch under.

Darkness should just be Malachi since it's what he starts the fight with.

Ice could be Frozen Shade's attack, could work like Loretta's Icycle Spike.

Holy, it could be AoS Legion's attack, and give it gull screen range with some start up, to make the player have to jump over it.

Fire is either between a big fireball or Buer soul, and ignore what I said about Holy, I thought at the time AoS's legion soul did holy damage.

There's also the possibility of wind damage being added, Stella and Astarte are the only bosses who would have Wind element, which means you'll fight them anyway since both are mandatory bosses, should also be simple enough to copy that element from them, so we need to decide on this too in case the element is added.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 24, 2016, 02:10:22 AM
I guess Dmitrii could use Pneuma from OOE, but it's not a soul. About his item crash, maybe it could be a generic Belmont crash. If one thinks about it, he could say a Belmont went through the room before the player. No matter who you're playing as, there'll always be another Belmont.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 24, 2016, 02:24:53 AM
I guess Dmitrii could use Pneuma from OOE, but it's not a soul.

Well, it's not a soul nor it is an enemy attack... Is there any regular enemy who uses wind attacks?

Quote
About his item crash, maybe it could be a generic Belmont crash. If one thinks about it, he could say a Belmont went through the room before the player. No matter who you're playing as, there'll always be another Belmont.

Meh, that's just lazyness, best option we have now would be AoS' Legion soul, but it could also be AoS' Red Minotaur soul or even Sky Fish soul.

Yes, I'm aware I'm only talking about AoS' souls, I haven't played DoS so I can't talk much about it lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 24, 2016, 02:46:27 AM
I don't think there's any enemy in DoS that uses wind attacks , except maybe Harpy. Not really sure about AoS, because I haven't really played that much.

Although Great Axe Armor could work as an item crash, I guess.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 24, 2016, 03:04:03 AM
I don't think there's any enemy in DoS that uses wind attacks , except maybe Harpy. Not really sure about AoS, because I haven't really played that much.

Don't think AoS even has Wind element.

Anyway, I guess we could go for a Pneuma-like move if no better options are available.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 24, 2016, 03:21:47 AM
I guess we could use the Pneuma UP+Y in OOE. It's stronger and I think it pushes enemies away as well (I'm not sure).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 24, 2016, 03:37:58 AM
I guess we could use the Pneuma UP+Y in OOE. It's stronger and I think it pushes enemies away as well (I'm not sure).

You mean the Glyph Union? That one is more like an item crash.

One minor problem I just noticed with the elements, Dmitrii can get ice and thunder somewhat late, if you don't fight Cerberus in tier 2, he'll only be able to get ice in tier 4 if you're lucky enough to fight Dullahan (And get the element from him, which is somewhat complicated since you'd need to stay close to him to do that), if not, he'll only be able to get ice in tier 7, you can get thunder in tier 5 because of Shaft, and you can get fire at the very least in tier 1 because 4 out of 6 of the bosses in there have fire element, so he'll always fight 2 of them, even if that fails, there's still tier 3.

Though, when Loretta is added to fight alongside Stella, then you can get ice signigicantly earlier, on tier 5 as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 24, 2016, 03:41:32 AM
I guess the normal pneuma would work.

Assuming Dmitrii can't copy more than one element at once, I don't really think that'll be much of a problem. Ice and Thunder could be somewhat 'rare' elements, as they tend to be in the games. I guess they could make up for that by being stronger though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 24, 2016, 04:05:38 AM
Assuming Dmitrii can't copy more than one element at once, I don't really think that'll be much of a problem. Ice and Thunder could be somewhat 'rare' elements, as they tend to be in the games. I guess they could make up for that by being stronger though.

I think if it's possible he should "collect" those elements, to maintain them per round, just sounds more interesting this way, regardless, the elements should also be above average, to compensate how you don't start with them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on February 24, 2016, 12:47:08 PM
The thing about Pneuma is that we don't have animations for that ready due to how its attacks are animated. (http://serio.piiym.net/cvbla/board/index.php?topic=881.0) IIRC the Tiny Devil soul in AoS basically fires off mini Crescent Moons, you could probably use that as a wind attack.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 25, 2016, 01:15:11 AM
So...has anyone ripped Lion's sprites yet?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 25, 2016, 01:55:41 AM
So...has anyone ripped Lion's sprites yet?

I only found it dissassembled:

http://www.spriters-resource.com/playstation/cvsotn/sheet/3802/

Also, correct me if I'm wrong, that lion has only one attack, right? It's range also doesn't really look good, and if I'm not wrong he's quite a slow walker (I'm really not sure, on the times I went to the reverse library I killed everything with Crissaegrim) so it'd be the weakest one of the "Wizard of Oz" enemies, so he could waste less of Celia's MP when you kill it, or could do pretty high damage if it's able hit you.

It's attack speed could be really buffed too, which means you'd have to stay at bigger distances from him.

If Celia summons enemies based on ammount of MP they waste instead of quantity of enemies, then every time you kill one, the next one who's summoned should be random (For the ones where there are more than 4 enemies to be summoned, or easier modes where she should summon less enemies at once).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 28, 2016, 01:01:02 AM
Would every enemy need assembling? I guess sometimes I can't actually tell what part is which during the assembly.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 28, 2016, 02:24:43 AM
Would every enemy need assembling? I guess sometimes I can't actually tell what part is which during the assembly.

Maybe someone else could do it? You have enough on your plate after all.

Would also help if we know which enemies Serio has ripped/which ones he has, only one I can tell for sure is the witch, since she's on the game.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Mr Esturk on February 28, 2016, 02:37:08 AM
Would every enemy need assembling? I guess sometimes I can't actually tell what part is which during the assembly.

Unfortunately most CV enemies that appear in SOTN and later are sprited in pieces like that. About the PS1 era consoles became advanced enough where pieces of sprites could be animated through raw code, allowing far more advanced animations than could be created through individual whole sprites (coding uses far less RAM than graphical data).

Back in the day I was able to get manual rips of SOTN enemies directly from the game (like how I managed to get the Slogra/Gaibon sheet I posted) but the tools I used back then no longer work on modern PCs.

To recreate the tricks I used you would need to find an PS1/DS/PSP emulator that has an unfiltered rendering mode and a video capture tool that can record footage at 60 FPS uncompressed. The main I've had is all the PS1 emulators I found that feature a non-filtered render mode run SOTN at warp speed when using the unfiltered renderer, causing frames to be lost no matter what >:(
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 28, 2016, 05:10:52 PM
http://serio.piiym.net/cvrips/index2.html

here's what i had ripped over the years just for the record.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 28, 2016, 05:54:47 PM
By the way, on your ' plans for the future' thread, there was an icon in an image that looked like Laura. Does she need to be worked on?

I might have an opening...

-Joke Ronald's Item Crash needs spriting
-Killer Ronald still needs to become a reality instead of a theoretical possibility
-Rusty still needs sprites for some moves
-Dmitrii needs the scarf sprites added, and maybe a slide
-I think Dario is done(?)
-Celia needs the enemy sprites finished

Hm... Yeah, I might need to reconsider.

EDIT~

I'm not really sure Gaibon/Slogra would feel right either. It's like playing as death, but without the range of the scythe...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on February 28, 2016, 06:02:20 PM
(aside Dario) so beyond Slogra/Gaibon, Celia and Dmitrii what are other iconic or popular CV enemies that can end up getting playable versions?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 28, 2016, 06:23:09 PM
http://serio.piiym.net/cvrips/index2.html

here's what i had ripped over the years just for the record.

Quote
"Greek Mythology:
-Dryad
-Erinys
-Harpy
-Arachne
-Necromancer

Harry Potter Series (?):
-Basilisk
-Cerberus (Maybe scaled-down?)
-Mandragora (Maybe made so they don't blow up immediately)
-Manticore
 
Lord of The Rings:
-Lossoth
-Treant
-Warg
-Azaghal

Wizard of Oz:
- Witch
- Tin Man
- Scarecrow
- Lion

^ The list with the monsters suggested, I removed Golem because it ain't part of LotR, and removed Unicorn and Orc since there aren't sprites for them.

On Serio's ripped sprites, I see Witch, Warg, Lossoth, Mandragora, Azaghal and Erinys, and from a post FinnishFlame made pages ago, there's also Tin Man, Harpy, Manticore, Scarecrow, Treant and Cerberus, Dryad is also there, but it's the CotM sprites, so it's not fitting, same for Basilisk and Arachine, 12 out of 17, more than I thought.

Basilisk and Dryad would need new sprites since their sprites are from GBA games, if they're needed to be put that is, and again, CV has Orcs and Unicorns, but they're from CoD, also, for the ones where she can end up having more than 4, I'd suggest to make a system where she summons the monsters in order, and when it has to repeat, and if the "next" monter is already there, she skips to the next one, so, she's supposed to summon monster A after you kill monster F, but monster A is there already, so she summons monster B instead, that way you can fight all monsters she has.

Also, Saturn SotN has a regular enemy version of Necromancer right? Maybe that once could be used, there's also OoE Arachine.

-Killer Ronald still needs to become a reality instead of a theoretical possibility

Ah, right, I knew I forgot something when I made that thread, lol.

I'll see if I think of something, betrer melee game and faster projectiles with less damage would be a nice start.

Quote
-Dmitrii needs the scarf sprites added, and maybe a slide

But does Dmitrii look like the kind of person who'd do a slide? He kind of looks like he doesn't do a lot pf physical effort.

Quote
-I think Dario is done(?)

I guess so? Did Serio give his seal of approval?

Quote
I'm not really sure Gaibon/Slogra would feel right either. It's like playing as death, but without the range of the scythe...

Slogra/Gaibon would be closer to Hector than to Death to be honest.

(aside Dario) so beyond Slogra/Gaibon, Celia and Dmitrii what are other iconic or popular CV enemies that can end up getting playable versions?

Well, besides those ones, and the ones listed on "list of shit i'll add", only ones I can think of are Graham, and, well, Graham is a Dracula clone, basicaly, the differences he has from Dracula are that thing on the ceiling which shoots lasers and the sword he uses to stab Yoko (Closest we have of what would be Dracula's normals are his cape attacks and the reverse genocide kick), but he' need more than that to be worth it, the only other one I can think of is Carmilla.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Medlin on February 28, 2016, 06:42:03 PM
(aside Dario) so beyond Slogra/Gaibon, Celia and Dmitrii what are other iconic or popular CV enemies that can end up getting playable versions?
Minotaur? He is kinda friend of werewolf after all.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on February 28, 2016, 06:50:34 PM
Minotaur is too large I guess, lol

But ye I suppose Carmilla or your regular Succubus can get a playable entry. Not exactly sure about Slogra/Globra being playable, they feel horribly limited and are quite big too.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 28, 2016, 06:55:50 PM
But ye I suppose Carmilla or your regular Succubus can get a playable entry. Not exactly sure about Slogra/Globra being playable, they feel horribly limited and are quite big too.

If a Succubus were to become playable, then I'd suggest to be the Loi one, moveset is quite different from the usual succubus, including SotN one, so she could offer something the others don't.

Problem would be her voice though, since her voice clips are used for that Succubus with a whip, though that Succubus with a whip doesn't have the "demonic" filter for whatever reason.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 28, 2016, 07:14:59 PM
I doing think many succubus(es?) in the games have much voice clips, so I guess we could get a voice actor or somrething.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 28, 2016, 07:35:06 PM
I doing think many succubus(es?) in the games have much voice clips, so I guess we could get a voice actor or somrething.

Well, the Loi succubus has some voice clips, even a post victory quote.

Her moveset is basicaly:

Summon roses which stay in place

Summon the shaft of a rose from the ground (Excuse the lack of better words), which track the opponent a bit.

Two kinds of projectiles, a fast and a slow one, in both of them she throws multiple small projectiles, the slower one she throws more.

An invincible dash in where she spins with a hurricane  around her, it also tracks the opponent.

And a near instantaneous thunder attack.

On her flight mode, she had flight dashes.

She also has the succubus kiss.

And that's her moveset in Loi, it's pretty cool, maybe SotN Succubus could have some of it in case Loi Succubus is never used.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 28, 2016, 07:37:28 PM
Are there any sprites.for this? I'm kind of having trouble imagining these moves...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on February 28, 2016, 07:39:10 PM
Ye Loi succubus had some funky stuff they'd work here - single hit green beam, multi-hit purple beam, vine spam on ground, whirlwind dash and some gimmicks regarding illusions and life drain. Sounds good enough if you ask me.

Dmitrii moves like an old gentleman, definitely unsure if a slide move fits him

Anyhow I'm happy Dario will be getting a playable debut, thank you sprite guy FinnishFlame.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 28, 2016, 07:44:37 PM
Are there any sprites.for this? I'm kind of having trouble imagining these moves...

No sprites, she's from a 3D game.

I'll post a link for her boss fight, but I'm not sure if she'll use everything (I can't watch it, cellphone doesn't want to load it).

Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 29, 2016, 05:21:55 PM
The preliminary sprite for Succubus.

EDIT~

If Dmitrii won't have a slide, I'll get started on adding the scarf to his moves.

Further EDIT~

Dmitrii's backdash, scarf included.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on February 29, 2016, 06:18:58 PM
dmitri could have a crouching crawl kinda like simon. slide's too much of an action move for him, but he could move along the ground that way though i dunno how useful those even are. lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 29, 2016, 06:23:56 PM
Dmitrii's damaged sprites, including scarf.

EDIT~

I'm not really sure Dmitrii would consent to crawling though...lol
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 29, 2016, 10:13:55 PM
dmitri could have a crouching crawl kinda like simon. slide's too much of an action move for him, but he could move along the ground that way though i dunno how useful those even are. lol.

Only useful against Remilia, since you need positioning and small movements matter, against anything else, it's vastly inferior to any form of movement.

Also, I think that Succubus would need a different hair collor, for a moment I thought you were making sprites for SotN Succubus, I think the succubus could be Loi Succubus herself, since she's one of the 3 succubus in all games to have more than two moves (And the third one is from MoF, but I doubt she'll be ever used), and her moveset could be pretty cool to use too.

Here's her picture for refference:

http://vignette3.wikia.nocookie.net/castlevania/images/0/01/Succubuslament.jpg/revision/20150623021250

Also, could you make gifs for those movements? Would make it easier to see if there's problem with the movement.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 29, 2016, 11:10:30 PM
Changed hair color and outfit. I thought her lower leg things would look better in black (it's the universal succubus color) but changed pretty much everything else and improved her posture.

Could the original one be a pallete idea perhaps?

I always try to post gifs as soon as possible, I'll see if I can get those up quickly, but as of now, I can't access piskel.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 29, 2016, 11:20:23 PM
Changed hair color and outfit. I thought her lower leg things would look better in black (it's the universal succubus color) but changed pretty much everything else and improved her posture.

Could the original one be a pallete idea perhaps?

You mean just the collors or the costume overall?

Also, while you're at it, don't forget the "censored" version of her, could just be skin tight clothing, but convering everything.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on February 29, 2016, 11:29:14 PM
Possibly the costume. There's going to be that one guy who wants to play topless (not pointing fingers or anything) and I would like (or would it be better to say NOT like) to be credited with that. But if that doesn't pass I think the color scheme would fit a succubus-like character.

Heres the censored version:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on February 29, 2016, 11:39:11 PM
Possibly the costume. There's going to be that one guy who wants to play topless (not pointing fingers or anything) and I would like (or would it be better to say NOT like) to be credited with that. But if that doesn't pass I think the color scheme would fit a succubus-like character.

Heres the censored version:

She actualy looks like she's naked to be honest, the color of her skin is really similar to the color of her clothes, and, well, Loi Succubus has pale skin, but dark clothes.

Also, about the topless thing, up to you, after all, SotN Succubus has her crotch exposed on her sprites, so topless wouldn't be worse, but, I don't think it really needs to be done.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 12:06:17 AM
Would this do?

And, I guess we could use a topless sprite for one reason or another, but it's certainly better than full nudity, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 12:09:20 AM
Would this do?

The problem was more on the color of her clothes, you made them dark gray instead of black, and if you want a refference for the color of her skin, use Alucard's or Dracula's, since they also have pale skin (Though I think her's isn't as pale, but if so it's slight).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 12:14:15 AM
That was supposed to be the "skintight" palette, instead of the original one. I more or less removed the original clothing though.

Could SoTN succubus be playable, or at least added in the first place? Serio ripped them but I don't think they're being used...

Also, could we use DoS succubus' sprites to create a move? 'Maiden Morph'...I guess the player could morph into Yoko or something...but I guess it would be better if it was just a whole new sprite.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 01:07:21 AM
That was supposed to be the "skintight" palette, instead of the original one. I more or less removed the original clothing though.

Well, what made it confusing was her face, looked like it had the same collors as her clothes.

Quote
Could SoTN succubus be playable, or at least added in the first place? Serio ripped them but I don't think they're being used...

I guess so? I'm not sure because I don't know how many moves she had (Always killed her too fast, so I didn't see much of her moveset), but I guess they could be two characters sharing the same slot.

And well, she might not be added yet because of the adaptation, always hard to make some bosses become difficult because of how different CVF is from the other games.

Quote
Also, could we use DoS succubus' sprites to create a move? 'Maiden Morph'...I guess the player could morph into Yoko or something...but I guess it would be better if it was just a whole new sprite.

Don't really see the point of that, Succubuses can only copy the form, but not the powers, so they wouldn't gain much.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 01:11:13 AM
Oh, now I see what you mean about the colors.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 03:19:47 AM
So, let's talk about her moveset, I think her normal, she could attack with her hand, since he has long nails, it could be similar to how Great Werewolf attacks, maybe it could eal her too.

The item crash could be her flying at the opponent's direction and kissing/biting them, doing it only once, then ending it with a backdash for safeness, could heal her too, basicaly like Soma's DoS Succubus soul, only she flies after the opponent to use it, perhaps it could force the boss to stop moving, but with all of these advantages, it shouldn't really hit hard.

If SotN Succubus becomes a playable character too, the item crash could be the same, but the normal could be different, she can extend parts of her wings like Morrigan from Darkstalkers, so she could attack with her wings indtead of hands.

SotN Succubus would also be pretty different, since she has no plant type of attacks, or that whirlwind attack, it looks like one of her projectiles have some tracking too.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 03:38:54 AM
So, let's talk about her moveset, I think her normal, she could attack with her hand, since he has long nails, it could be similar to how Great Werewolf attacks, maybe it could eal her too.

It's an interesting idea, but I'm not sure if scratching an opponent would/should heal her.

SotN Succubus would also need to be pretty different, since she has no plant type of attacks, or that whirlwind attack, it looks like one of her projectiles have some tracking too.

Perhaps we have another contender for a plant-type attack, in addition to Dmitrii's Alura Une.

There's also the question of her Y button. I think it would be (fun?) to make Y activate her 'bloodsucking' aura that absorbs HP. Or it could make her fly like the supposedly archetypal succubus. Or, possibly both.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 03:43:38 AM
It's an interesting idea, but I'm not sure if scratching an opponent would/should heal her.

Well, I was thinking about AoS' Succubus soul, which healed Soma if he hit anything with one of his weapons.

Quote
Perhaps we have another contender for a plant-type attack, in addition to Dmitrii's Alura Une.

Well, only Loi Succubus, with those rose attacks, SotN one doesn't have plant attacks.

Loi one also would have Wind with that Whirlwind attack.

Quote
There's also the question of her Y button. I think it would be (fun?) to make Y activate her 'bloodsucking' aura that absorbs HP. Or it could make her fly like the supposedly archetypal succubus. Or, possibly both.

That sounds like how Alucard has both bat form and Dark Metamorphisis, one with Y button, another with Y+down.

Edit: Also, after those other characters are done, maybe you could focus on the characters from the "list of shit i'll add", to lower the ammount of characters there, I'll see if I post my ideas for Sypha and Joachim later.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 04:42:31 AM
I'm not really sure this works, but here's Dmitrii's damaged GIF. I am aware it's choppy, but couldn't he act like he did in DoS? The utilized frames are there...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on March 01, 2016, 12:39:45 PM
Serio said Succubus was in a punch-bug status atm (I suppose it was the SOTN one). It's better focusing on the SOTN one but might as well mix in the Loi one's moves because she absolutely needs something useful to fight. Obviously with a playable version in the mind she can be made viable/strong both as playable ver and as boss ver.

SOTN Succubus has some huge ass wings by the way; something to consider if her sprites are used for the playable version.
What about the OoE werebat kick as a normal attack, also?


Also something about the Celia's monsters - they could be used for Bonus Rounds.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on March 01, 2016, 01:00:37 PM
she has been in that status for at least 7 years. lol. yeah, sotn succubus. boss only.

i need to completely redo her and finish her attacks. half of them are done, other half missing.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 01:21:09 PM
I'm not really sure this works, but here's Dmitrii's damaged GIF. I am aware it's choppy, but couldn't he act like he did in DoS? The utilized frames are there...

Don't see a problem with that.

Serio said Succubus was in a punch-bug status atm (I suppose it was the SOTN one). It's better focusing on the SOTN one but might as well mix in the Loi one's moves because she absolutely needs something useful to fight. Obviously with a playable version in the mind she can be made viable/strong both as playable ver and as boss ver.

From what I've seen, SotN Succubus has 4 attacks, could make it 5 by giving her an attack where she flies after the character to kiss them, and her current moveset could just be buffed to become dangerous, by buffing it's speed or damage or whatever, after all, Skull Knight has a total of 4 attacks, and he can be a nightmare to deal with, and he used to be pretty pathetic.

I honestly don't think Loi Succubus' attacks should be given to SotN Succubus if Loi Succubus receives a playable version.

Quote
SOTN Succubus has some huge ass wings by the way; something to consider if her sprites are used for the playable version.

Well, I don't think the size of her wings would really get in the way (Assuming they don't have hitboxes, if they do, she'd have larger hurtboxes than Death), but they could be toned down in size, when she shows up, her wings are much smaller, and they only grow after she starts flying, so she change change the size of her wings at will.

Quote
What about the OoE werebat kick as a normal attack, also?

Well, the idea I have for Loi Succubus' normal is similar with the "claw" attack, so it should be either one or the other, both would be redundant (Unless there's differences like only one of them heals her or whatever, but still...)

Quote
Also something about the Celia's monsters - they could be used for Bonus Rounds.

That would kind of take out the uniqueness of her fight by also making those enemies also show up there, I know Witch is there, but it only one out of seventeen enemies.

Edit:

i need to completely redo her and finish her attacks. half of them are done, other half missing.

Will she get any new attacks?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on March 01, 2016, 01:34:38 PM
Her wings don't have hitboxes.
But yeah if Loi Succ is decided to become the playable one then she should be completely separate from the SotN one, agreeing.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on March 01, 2016, 02:11:24 PM
the werebat gives me an idea though. why not use the werebat as a base and add succubus's stuff to it?

there was a werebat form in ooe which gave a half playable character. all it'd need is the missing animations.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 02:27:34 PM
the werebat gives me an idea though. why not use the werebat as a base and add succubus's stuff to it?

there was a werebat form in ooe which gave a half playable character. all it'd need is the missing animations.

Yeah, that's a good idea.

I'll just go ahead and post your rips:

http://serio.piiym.net/cvrips/ooe/werebat1.png

http://serio.piiym.net/cvrips/ooe/werebat.png

I guess she could use her wings for some sorts of movements, like flap her wings faster while "running", use a subtle movement with them like Alucard's double jump, and use a longer one for super jump, and use them for backdash (Though, it looks like Shanoa's Werebat form already does the last one), stuff like that.

Maybe she could have a not so good MP recovery, but her normals could recover MP instead of HP (Normals already do that, but her's could recover significantly more), that way she'd need to rely on her normals to be able to use her specials more often, would also make the item crash be her sole move which recovers HP (Assuming the idea I had is accepted that is).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 02:51:30 PM
I completely support Werebat. In fact, I'm fairly sure I mentioned it somewhere, lol. So, by using it as a 'base' it would take less work then Succubus, as that would require recoloring, and Werebat (Shanoa form) already has a semi-complete moveset.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on March 01, 2016, 04:20:39 PM
Ye definitely yes to the Werebat suggestion, that's how I'd picture a player succ.


inb4 Bat familiar for her :p
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 04:42:06 PM
Would werebat even be eligible as a succubus? Certainly a (vampire bat) werebat would suck blood, but, I recall Lukmendes saying something about everything being attracted to Shanoa in OOE, I assume including the werebat. So I guess it would work.

Would werebat be a separate skin, a new character altogether, or the default skin?

EDIT~

I noticed that people are referencing this thread in pages. Is the forum default at 5 posts a page? I set it to 50...I guess people won't need to search as much for a specific post.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 04:52:58 PM
Would werebat even be eligible as a succubus? Certainly a (vampire bat) werebat would suck blood, but, I recall Lukmendes saying something about everything being attracted to Shanoa in OOE, I assume including the werebat. So I guess it would work.

Would werebat be a separate skin, a new character altogether, or the default skin?

What was suggested is to use Werebat's sprites as a base for Loi Succubus, not to make Werebat playable.

Werebat has the problem of having a very small moveset, even Shanoa turned into a Werebat has only two attacks, so making her playable would be hard, maybe she could steal Alucard's fire spitting bat familiar as another one, but I can't think much more than that.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 04:58:42 PM
So I just stick a succubus head on a werebat and recolor it?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 05:50:16 PM
So I just stick a succubus head on a werebat and recolor it?

No, use Werebat's sprites and base Loi Succubus' on them, like you did with Dario's slide.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 05:53:13 PM
Oh. So would this work, or is it close enough? I know it's a recolored werebat but do the wings work, or would they need to be replaced?
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 06:04:34 PM
Oh. So would this work, or is it close enough? I know it's a recolored werebat but do the wings work, or would they need to be replaced?

Huh, actualy, a recollor looks better than I expected, maybe it could be used.

Of course, some details could be changed, for her to cover herself.

Wings work fine, the right one looks better.

Post Merge: March 01, 2016, 06:16:37 PM
Edit: Then again, Succubuses' wings look different, they're bigger:

(http://vignette3.wikia.nocookie.net/castlevania/images/c/c8/Succubusdos.gif/revision/latest?cb=20080808143518)

And Loi Succubus' also has that shape, so I guess that could be changed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on March 01, 2016, 07:58:15 PM
the shading style clashes. head's sotn style, body's ds style with thick outlines and pillow shading.

you should probably use the player version of werebat, it has some extra color separation since shanoa's version had a bodysuit on.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 01, 2016, 11:07:32 PM
I made the shading more SoTN style, and added the right wings. One leg might be in an awkward position though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 01, 2016, 11:35:40 PM
I made the shading more SoTN style, and added the right wings. One leg might be in an awkward position though.

Her leg looks weird because you can't see her left foot, and from the position her knee is, the left foot should be seen in a lower position.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 02, 2016, 12:35:50 AM
Updated Dmitrii's spritesheet with the latest animations.

EDIT~

Edited Succubus:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 02, 2016, 01:14:15 AM
Now that I pay attention to it, Dmitrii's jumping attack looks weird, his head looks pretty low on them, like he doesn't have a neck anymore.

In others, like the backdash ones, it looks like part oh his hair was cut, his forehead is visible while in most of them, his forehead is covered by his hair.

Succubus looks like she only has one leg, her left leg is there, but pretty hard to see, maybe macking her have the same leg pose as DoS Succubus would be better (Don't think it'd affect the other Werebat sprites much, it's only for the idle pose).

Her legs also aren't properly alligned with her upper body, legs are completely facing forward while the upper body is facing more the camera.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 02, 2016, 03:05:59 AM
Added the DoS succubus legs. Still not sure if the pose could be maintained though, with the upper body and all.

For the backdash thing, I'm pretty sure those were the original sprites. I'll fix the rest though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 02, 2016, 12:30:21 PM
Added the DoS succubus legs. Still not sure if the pose could be maintained though, with the upper body and all.

The idea is to use the same pose, but change the legs positions to face the camera a bit.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 02, 2016, 03:52:34 PM
Legs now face the camera.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 02, 2016, 04:37:22 PM
Legs now face the camera.

Looks good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 02, 2016, 05:04:45 PM
For the rest of the sprites, they require a lot of recoloring and pasting, do you know of any ways to ease this process?

Also, Dmitrii's running sprites use a different color scheme than the rest of his sprites.

EDIT~

For Killer Ronald's item crash, could he summon a gigantic McDonald's head that shoots blood and guts all over the screen? I guess it could be like Behemoth. Something like this:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 02, 2016, 05:54:57 PM
For Killer Ronald's item crash, could he summon a gigantic McDonald's head that shoots blood and guts all over the screen? I guess it could be like Behemoth. Something like this:

You mean it shows up at the top of the screen and throws them up? Same-ish idea as Marias Azure Dragon item crash?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 02, 2016, 05:58:27 PM
There are upper-body McDonald's sprites in high resolution, so I think it would be easier to put it on the side. It could be also put on the top, with a modified graphic.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 02, 2016, 06:08:50 PM
You mean showing up like this?

(http://vignette1.wikia.nocookie.net/castlevania/images/8/8c/Dark-Shield.gif/revision/latest?cb=20140404023658)

Maybe the item crash itself could be like the shield rod + dark shield combination.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 02, 2016, 06:09:54 PM
Yeah, something like that I guess. Behold, the many faces of Ronald McDonald! With effects!

Maybe, to make it even more disturbing, he could spit up mangled versions of his friends or something.

Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 02, 2016, 06:45:39 PM
Maybe, to make it even more disturbing, he could spit up mangled versions of his friends or something.

That's a creepy reason why none of them show up, lol.

His normal could be a cleaver, and a fast projectile, maybe poison darts?

Maybe he could have an invincible dash in where he stabs with his cleaver.

Honestly hard to come up with a moveset for this guy, only thing I can think of making him be more melee based than regular Ronald.

Maybe he could have some over the top moves, like an anti air where he puts up a balloon, maybe one version which only goes upwards and another which goes forward and upwards, and there's a bomb attached to the ballon which detonates when the balloon touches something.

I guess he could also have a gun, since he uses one of those videos.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 02, 2016, 08:24:31 PM
Here's the attacks:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 02, 2016, 08:44:38 PM
Here's the attacks:

I think the normal should be a cleaver, not regular Ronald's spatula, something like this:

http://www.featherweightcreations.com/wp-content/uploads/2013/02/cleaver01.jpg

Now, I think the balloon should be a sub weapon, not sure about the poison dart though, but if it does become a sub weapon, the shot upgrades could make the poison effect last for longer, or the poison do more damage.

Also, I think he should have a different animation for when he throws the poison dart, it'd look weird for him to throw something small like a dart with both hands.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 02, 2016, 11:38:01 PM
If he attacked with a knife, I think his attack range would be increased a bit, although the cleaver would almost certainly deal more damage. I put the knife in this one for reference. Maybe his A and C could be different, because the knife would most likely be faster than the cleaver.

EDIT~

Fixed the hair, and the neck.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 03, 2016, 01:19:49 AM
If he attacked with a knife, I think his attack range would be increased a bit, although the cleaver would almost certainly deal more damage. I put the knife in this one for reference. Maybe his A and C could be different, because the knife would most likely be faster than the cleaver.

Well, I only chose a cleaver because it's better for an attack, I guess he could stab with the knife, but a kitchen knife doesn't really look fitting for that.

I think an overhead animation would be better for a normal, to further separate Ronalds, but maybe he could have the linear one and the overhead one.

Quote
Fixed the hair, and the neck.

There's still a white spot where the hair should be in those sprites, and, the neck problem is also on his crouching attacks and jumping "spell use" attacks, he can still be in that position, but his head shouldn't be that low.

I think Julius' crouching sprite would be a good refference, since he lowers his head while crouching, but not too much:

(http://i.imgur.com/StU6fqu.png)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 04, 2016, 12:13:31 AM
Dmitrii's neck is now fixed for the rest of his midair sprites, and his crouching attacks. I'm not really sure what you meant about the white spots though, I think it might have to do with transparency or something.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 04, 2016, 01:37:16 AM
I'm not really sure what you meant about the white spots though, I think it might have to do with transparency or something.

In some frames, the area of his head the hair usualy covers is not being covered:

(http://i.imgur.com/aVfmecI.png)

Examples.

Honestly, makes it look like he suddenlyas hair loss, got baldness, specialy on the backdash attack one lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 04, 2016, 03:23:34 AM
Fixed the white spot. lol. Also added the scarf to his backdash attacks.

EDIT~

Ronald now has a cleaver and a quick stabbing animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 04, 2016, 01:02:03 PM
Ronald now has a cleaver and a quick stabbing animation.

I would advice on making that kitchen knife smaller if you're going to use it too, 'cause it looks really big for a knife, even bigger than Soma's short sword.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 04, 2016, 11:10:15 PM
Made the knife smaller. Kept the larger knife sprites in there for future reference.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 04, 2016, 11:42:29 PM
He looks weird throwing and stabbing with his right arm lifted.

If he's going to use regular Ronald's throwing animation (Which I guess it's look fine with the explosive balloons), then his facial expression and eyes would need to change to match Killer Ronald's.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 05, 2016, 05:20:11 AM
Fixed Ronald's arm, and added the faces, along with walking/running and extra gun sprites. I also made the macabre McDonald's things, they were DISTURBING to make.

Also, concerning Killer Ronald's Crouching sprites, how could I make those work? It would look weird, with a straight back and bent knees.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 05, 2016, 12:57:05 PM
Fixed Ronald's arm, and added the faces, along with walking/running and extra gun sprites. I also made the macabre McDonald's things, they were DISTURBING to make.

Those last ones are supposed to show up during his item crash right? What would they do?

Quote
Also, concerning Killer Ronald's Crouching sprites, how could I make those work? It would look weird, with a straight back and bent knees.

I don't really see a problem with Ronald's crouching sprite, I guess a change that could be made is for him to put his hands on the ground instead of in his pocket.

Maybe both Ronalds could have a different backdash sprite though, since the one Ronald uses now is part of his crouching sprite.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 05, 2016, 04:19:45 PM
I guess they'd just work like everything else. Splatter on the ground I guess. Maybe do some extra damage or something.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 05, 2016, 08:51:25 PM
I guess they'd just work like everything else. Splatter on the ground I guess. Maybe do some extra damage or something.

Or maybe they could just lift from the blooded ground momentarily, to do a single attack or something like that.

Boy, censoring this would be funny, the giant Ronald head would probably puke rainbows and the characters will be bleeding flowers or something like that, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on March 05, 2016, 09:26:10 PM
Boy, censoring this would be funny, the giant Ronald head would probably puke rainbows and the characters will be bleeding flowers or something like that, lol.
If that really happens,i will laugh my ass off while the enemy finish off ronald lol
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 05, 2016, 09:34:57 PM
Maybe they could poison/curse/petrify? For the censored version, I guess Ronald could just puke hamburgers, and the characters just use their regular sprites.

Should they walk around after landing, or just splatter? There are pros and cons for both ideas I guess. Then again, it would most likely be determined by difficulty.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 05, 2016, 09:46:15 PM
Maybe they could poison/curse/petrify? For the censored version, I guess Ronald could just puke hamburgers, and the characters just use their regular sprites.

Should they walk around after landing, or just splatter? There are pros and cons for both ideas I guess. Then again, it would most likely be determined by difficulty.

Not sure if bosses can be petrified, I guess each button could do one thing, A curses and C poisons, curse one does less damage but will inevitably make the boss weaker.

I think they should splatter, to fit more with the gore theme of the character.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 05, 2016, 10:56:12 PM
Now that I think about it, I'm not really sure Serio accepted Dario's spritesheet. Its better ask to see, because Dmitrii might be relatively ready soon.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 06, 2016, 12:11:03 AM
Now that I think about it, I'm not really sure Serio accepted Dario's spritesheet. Its better ask to see, because Dmitrii might be relatively ready soon.

I think it was accepted without him saying it, maybe the same applies to the other characters.

I'm honestly wondering who else wil be added on the next beta, I only know about Grant 'cause Serio casualy mentioned he's almost done, if it weren't for that, I'd just think he was dropped lol.

I'm also finding it ironic how Grant will be the second character from CV3 to be added, and he's the least popular one, meanwhile, we have no idea of Trevor's progress, and no one is working on Sypha lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 06, 2016, 01:44:05 AM
All of Dmitrii's sprites have a scarf now. And 'Member not found', lol. No. 404.

EDIT~

Here's Rusty's sheet. I changed the slide, added the hold UP/Item Crash poses and started shading in the sprites to make them darker.

Further EDIT~

Killer Ronald's sheet, or as far as I could get it. I don't really think the backdash sprites need to be changed, there's not really a way to improve them, or atleast I think so.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 06, 2016, 07:13:21 AM
All of Dmitrii's sprites have a scarf now. And 'Member not found', lol. No. 404.

Looks good, but these sprites still have the white spot in his hair:

(http://i.imgur.com/HTEC41P.png)

Quote
Here's Rusty's sheet. I changed the slide, added the hold UP/Item Crash poses and started shading in the sprites to make them darker.

She still needs changes for that crouching upwards whip attack and air upwards whip attack, her legs facing forward and the way her upper body faces the camera should be breaking her bones, and the upwards whip attack is not fitting for a whip attack because of the lack of longer movements with the whip, and her hair while fallingstill has the issue of only lower parts of it going up instead of all the hair going up, also don't think the crouching version on her "hand wave attack" will be needed, and the attack where she lifts her arm upwards (Not the whip one) could have a last frame with her arm fully stretched, and the palm open.

Also, where's her hold up pose?

Quote
Killer Ronald's sheet, or as far as I could get it. I don't really think the backdash sprites need to be changed, there's not really a way to improve them, or atleast I think so.

His right shoulder looks really weird in those frames, the rest of his right arm is also missing:

(http://i.imgur.com/lISoc3p.png)

The crouching and jumping version of the frames which use the Ronald's throwing attack need edits on the face.

Also, I think his knife stab should work like Soma's or Alucard's, not use a semi overhead animation, to further separate it from the cleaver.

He gets up a lot during his crouching attacks, he could get up just a bit like when Soma or Jonathan attack with their heavy swords, but not as much as her does now.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 06, 2016, 03:48:19 PM
Fixed the two white spots. Ronald's arm is meant to be bent facing the camera, one just can't see it because of the similar coloring of his hand to his body.

The UP pose is near the standing poses. Her arms are a bit higher.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 06, 2016, 04:23:41 PM
Fixed the two white spots. Ronald's arm is meant to be bent facing the camera, one just can't see it because of the similar coloring of his hand to his body.

Perhaps his arm could be lower to look less weird? Or maybe his gloves could have some red spots to make it better to see that it's his hand.

Quote
The UP pose is near the standing poses. Her arms are a bit higher.

She could move a bit more, up pose is the character doing another pose, like Stella putting her hands together or Yoko crossing her arms, Rusty is only raising her arm a bit.

It could be part of her pose which she makes when she stops running:

(http://i.imgur.com/igYuvZc.png)

Also, it looks like she lacks dying sprites, and she could use the pose she makes when a stage is completed:

(http://i.imgur.com/8wTUwVm.png)

Speaking of which, do we even have her voice clips? Or is she going to be mute like Sonia?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 06, 2016, 04:32:15 PM
Would it be better to just give him red gloves?

A dying sprite could be pretty easy, I'll look into that and the victory sprite.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 06, 2016, 05:07:48 PM
Would it be better to just give him red gloves?

I was thinking for the red spots on his gloves to be blood, but maybe his arm could just be in a different position to avoid confusion.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 06, 2016, 05:09:58 PM
I know, but wouldn't it be more differential to just make his whole hand red? Spots would mean you wouldn't be able to see what position his hand is in.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 06, 2016, 06:13:04 PM
I know, but wouldn't it be more differential to just make his whole hand red? Spots would mean you wouldn't be able to see what position his hand is in.

Yeah, you're right.

Maybe K. Ronald could have an invincible dash in, something like Stella's.

His Y button could be what I suggested before, he heals himself, and it could be pretty strong, but could be used only once (Even if it's interrupted) and it leaves him in a permanent poison state for the rest of the fight.

He needs something to destroy projectiles, seems like he lacks moves for that, most important projectiles to be destroyed are wolves, Dracula phase 2's tracking projectiles and flying medusa heads, all 3 of those can be destroyed by an attack like Stella's qcf attack, but maybe something else could be given to him.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 06, 2016, 11:54:40 PM
About Rusty's voice clips, I don't know if there's any clear, defined way to rip them, or if they're any good in the first place. Otherwise perhaps a VA would be good for this, or we could just use another character's from some other game.

EDIT~

Ronald now has red hands.

Further EDIT~

Rusty now has fixed moves, and further (but not finished) recoloring.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 07, 2016, 03:15:09 AM
About Rusty's voice clips, I don't know if there's any clear, defined way to rip them, or if they're any good in the first place. Otherwise perhaps a VA would be good for this, or we could just use another character's from some other game.

Gonna be hard to pick, we don't even have one for Sonia, let alone Rusty, and her shitty voice actress/bad quality of the voice clips (Hard to tell which one is the case, honestly, might be both lol) makes it hard to know what kind of character she's supposed to be, no translation for the game makes it worse lol.

Judging from the looks alone, she seems kind of like RoB Richter, that "yatta" line and pose she makes when you complete a stage make it sound she's cheerful, so no super serious voice for her.

Quote
Ronald now has red hands.

I think the McDonald package could have a different shade of red to look better.

Quote
Rusty now has fixed moves, and further (but not finished) recoloring.

On that hold up pose, her left arm looks pretty small, the other corrections look good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 07, 2016, 06:38:30 PM
Finished recoloring Rusty. Fixed the UP pose.

EDIT~

Changed the color of Ronald's Happy Meal package.

Further EDIT~

I've found a Sypha sheet. Apparently it was from the old textboard, and it was made by a certain 'Rukifellth' for the 'Castlevania Fighters Project'. It looks complete enough, but I could finish it if it needs work.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 07, 2016, 09:20:11 PM
Finished recoloring Rusty. Fixed the UP pose.

Guess she's almost done now, all she needs now are extra frames for her up pose, item crash pose (Could be like Sonia's, it'd be fitting with the kind of item crash Rusty has), getting hurt, the spin of her victory pose, different frames for her upwards whip attack (Could be the same pose as the ground version, but her legs could be in an airbone pose), and dying sprites.

Quote
I've found a Sypha sheet. Apparently it was from the old textboard, and it was made by a certain 'Rukifellth' for the 'Castlevania Fighters Project'. It looks complete enough, but I could finish it if it needs work.

I can't really point out how, but this Sypha looks "stiff", she'd also need new sprites for her Judgement attacks, I'll write them down later.

Also, I think she'd need to be accurate with her playable versions, and her normal should be among the fastest ones in the game, her staff was the fastest normal in japanese CV3, and the same speed as Grant's dagger in the american version.

That makes me realize I never mentioned turning around sprites for any of your characters, not much of a big deal since some playable characters and bosses don't have it though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 07, 2016, 09:55:45 PM
Has anyone ripped the Victory Pose spin?

different frames for her upwards whip attack (Could be the same pose as the ground version, but her legs could be in an airbone pose),


Sorry, what does this mean?

EDIT~

Added airborne damage/death sprites, and Grounded damage sprites.

Further EDIT~

Added Item Crash pose, and extra frames for the UP pose.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on March 07, 2016, 10:59:52 PM
Has anyone ripped the Victory Pose spin?

Closest to that is MsEsturk's, but there are some frames missing.

I'll just do the poor man's sprite "ripping" and print frame by frame:

http://i.imgur.com/SJpxnJU.png

By the way, that made me notice that in some frames, Rusty's boots aren't covery her knee, those are her right leg's victory pose, all of the jumping sprites, running, both landings.

Also, Rusty's right thigh looks bigger in her victory pose, also, her right leg should show up during the pose, it looks like she doesn't have a leg, I guess using the printed sprites can help.

Also, it looks like she doesn't have a knee on her backdash.

Quote
Sorry, what does this mean?

It's basicaly what's done with other characters, the upper body looks the same, but on the lower body, the legs are in a different position, position they'd be when they're in the air instead of using the ground ones.

Post Merge: March 08, 2016, 01:26:03 AM
Edit:

Added airborne damage/death sprites, and Grounded damage sprites.

She also needs crouching ones.

I'd better make a list of everything a character needs, lol.

Dmitrii also needs crouching getting hit sprites.

Quote
Added Item Crash pose, and extra frames for the UP pose.

What I meant for extra frames are for her to have frames where she lifts her arms, to not just skip to that one.

The item crash, since it's an attack where she uses a lot of her power, I think it'd be better for her to move more, notice how other characters put more movement in their bodies when doing their item crashes, and again, something like Sonia's seems like Rusty would do (Hope Donoffrio doesn't mind that I'm suggesting this lol).

The death sprites, I think it'd be better to follow the original, with her falling in the ground.

And her getting hit sprites, it looks like she's dodging an attack with that pose, need to focus on her getting hurt.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 08, 2016, 03:04:19 AM
Apparently, the imgur image, when downloaded, appears to be distorted, or otherwise disfigured (no clean pixels.) Is there another way to get it?

EDIT~

If the hurt sprites look like an attack, then Rusty could have a divekick.
Title: Re: FinnishFlame\'s Sprite Submission Thread
Post by: Lukmendes on March 08, 2016, 04:04:27 AM
Apparently, the imgur image, when downloaded, appears to be distorted, or otherwise disfigured (no clean pixels.) Is there another way to get it?

I don't have the original image in this computer, so I made another one, found a video with better quality, chose another stage to see her better, and I put all the frames in vertical position (Only put them in horizontal in the other one 'cause I thought there'd be less, and half-way through I didn't want to change lol), unfortunately, her face is covered on the first frames:

(click to show/hide)

Quote
If the hurt sprites look like an attack, then Rusty could have a divekick.

It actualy looks like she's dodging an attack directed at her neck.

Post Merge: March 08, 2016, 04:10:23 AM
Edit: Oh, right, the video I used:

(click to show/hide)

I used the victory pose from 31:21

That boss battle is also an interesting way to put an underwater boss while also allowing the character to walk in the water, so maybe something like that could be done for a water boss, while also allowing the water to be used in other stages.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 08, 2016, 11:42:12 PM
Added some stuff. The spin most likely isn't done, but it's there.

In addition, shouldn't player Dmitrii act sort of like boss Dmitrii, in the sense that when he is launched in the air, he has I- frames so it's harder fir him to be juggled? I guess that would result in him having more damage dealt to him in the long range though.

Also, if someone wants to play really close to DoS Dmitrii, could there be a certain palette (alternate palettes?) that forces him to copy the element he's hit with, no matter if it was intentional or not? I actually want to do this, lol.

EDIT~

Dmitrii now has crouching damage sprites.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 09, 2016, 02:48:07 AM
Added some stuff. The spin most likely isn't done, but it's there.

Don't think Rusty's hair should go up when she's hit, could stay in the same position.

The spinning, her right thigh looks pretty big in the first frame, on the third frame, her left thigh isn't straight, it makes a weird curve in the middle of it, and her right arm looks really short, on the fourth frame, her right leg should not be facing forward while her body is to the right, and her corset is a darker shade of blue all of the sudden, and her arms look short, on the fifth, same problems are there, the leg gets a different one where her boots just look much shorter, on the sixth, her legs aren't facing the same direction as her upper body, also, for her back turned frames, the upper half of her back shouldn't be covered, both sprites and cutscenes are like this, anyway, for sixth, seventh and eighth, her shoulder pad should be a bit bigger because it looks like a skin tight piece of clothing since it has about the same size as her arm (Should be bigger), and on the eighth sprite she just suddenly switches legs because it becomes mirrored, tenth and eleventh and twelfth sprites have the same issues as the third, fourth and fifth ones, thirteenth and fourteenth ones she turns to her left all of the sudden, and on the fourteenth one she lifts her leg, but on the next frame she just suddenly puts in in the ground again, and in this fifteenth frame, her right arm looks pretty skinny, for the rest before the final pose, her right boots loses the heels, and her legs are facing different directions pre-final pose, her legs are facing a bit more to the right pre-final pose, but on the final pose, they're facing forward, and on the final sprites, her thighs and ass look bigger than in the other sprites, and her gloves and boots have different shades of blue than the rest.

Up pose has the same-ish problem of having a skinnier arm on the first frame.

Also, I think she could have an extra frame for her victory spin, with her right leg a bit more bent upwards and her right arm almost completely stretched.

Also, her backdash frames, the boots should be covering her knee.

And for her hand wave attack, I think she should start with her arm in a low position, then keep raising it frame by frame, not start it with it already almost completely raised, like you did with the air version (Though I think, also, the last frame of her hand wave is a bit weird because she moves her arm in a kind of bent way, but on that last frame it's stretched, could be removed.

I also think it'd be better to use the version of the hand wave where she starts crouching, hand starts low, then she lifts it while getting up, body movement would be important for a move like this, so I think she could close more her legs in later frames and stretch them to get up more, while also lifting her arm.

Quote
In addition, shouldn't player Dmitrii act sort of like boss Dmitrii, in the sense that when he is launched in the air, he has I- frames so it's harder fir him to be juggled? I guess that would result in him having more damage dealt to him in the long range though.

Don't think anyone who isn't 8-bit Simon should have this kind of advantage to be honest, specialy for VS.

Quote
Also, if someone wants to play really close to DoS Dmitrii, could there be a certain palette (alternate palettes?) that forces him to copy the element he's hit with, no matter if it was intentional or not? I actually want to do this, lol.

If he can keep the other elements he has, then sure, otherwise, this could honestly be a pain in the ass, specialy to balance it, I mean, you'd have to make the element strong to not be too bad to have it, but can't be good enough for people to take a hit on purpose to use it.

Quote
Dmitrii now has crouching damage sprites.

I think it'd be better for his head to be backwards, like he got punched in the face (Basicaly, like Richter's getting hit sprites), this one makes it look like his head is a furball, lol, his left hand looks brighter than his other hand too.

Edit: Forgot to mention, the white spots in these frames are still there:

(http://i.imgur.com/HTEC41P.png)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 09, 2016, 08:35:15 PM
I entered the spin into a GIF, and made some changes:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 09, 2016, 09:17:16 PM
I entered the spin into a GIF, and made some changes:

Her right thigh and ass now are a straight line, shouldn't be like that, also, her left thigh on the first frame makes a weird curve in the middle of it.

Also, on rhe second, third, twelfth and thirteenth frames, it looks like she doesn't have her right hand.

On the fourth frame, the boot is too high, and it almost looks like her right foot isn't there, kind of because her leg looks shorter and no heels.

And, for the animation itself, it looks weird near the end, because her arm is near her ribs and in a lower position in the frame before she faces the camera, but then it's facing right, then facing the camera, then it's is in a lower position, I think frames 12 and 13 could just be removed, since not only they start this weird animation with her arm, they also give this somewhat long pause after the spin (Would also leave less issues to solve), also, on frame 17, her leg could be more stretched, the animation looks like it skipped a frame because her leg is in the same position as the previous frame, there's also the issue of her suddenly switching legs, but I mentione that one before.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 10, 2016, 03:55:22 AM
Attempted to fix the above, and added shoulder pads to certain frames.

EDIT~

Fixed the white spot again. It seems I accidentally submitted an earlier version again, my apologies.

Further EDIT~

I didn't notice that I did not change his potato-looking head. lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 10, 2016, 02:57:39 PM
Attempted to fix the above, and added shoulder pads to certain frames.

Her right thigh and ass are still a straigh line on the first frame.

Her left leg should look bigger on frames 5, 9 and 10

On frames 2, it looks like her right boot doesn't have heels, same for frame 4, and 5.

On frames 6, 7 and 8, where it looks like both her boots don't have heels, and on her frames 9 and 10, her right boot doesn't have heels.

Starting from frame 13, her knees could be facing the camera, to make the transition to the last pose look better, where her knees are facing the camera, frame 15, her right leg could be on a lower position while her left leg could be a bit more stretched, and on frame 16, her arm could be a bit more stretched.

Also, I guess Dmitrii has all the movement and attack sprites right? Or maybe he lacks the super jump one?

For Killer Ronald's moveset, Sub weapons are the darts and balloons, item crash is that nightmare inducing shit, a special input could be an invincible dash in, and another, that gun, but what else could he have? Keep in mind he doesn't really have a projectile destroyer.

Maybe he could have an attack like Montano's air qcf, which could help him to get rid of projectiles on a different way regular Ronald does, doing it on the ground could basicaly be a faster version of Montano's qcf attack though, no backdash cancels, but could have fast recovery, and more damage than regular Ronald's spatula, and, maybe another attack where he throws a bottle with acid? it could stick to the enemy if it hits, doing damage for a while.

Also, for his voice, maybe he could be mute? Or his voice could have a "demonic" filter, pretty sure that laugh regular Ronald has could sound creepy with that.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 10, 2016, 07:51:35 PM
I think Dmitrii has all of his sprites, including the souls which were on another sheet. I guess I'll have to make sprites for those too, but souls like Alura Une track an enemy, so I'm not sure if that will need spriting. His super jump is the four frames above his backdash.

For Killer Ronald, I guess a bottle of acid could work for a weapon, but I think someone suggested somewhere that he could throw chainsaws.

For Ronald's voice, I think there are three main options, all of which are of different priority:
Demonic Filter>Voice Clips (From the Videos?)>Mute

Going to the videos to find voice clips could be hard though, because we'd need some without background music.

Perhaps a combination of the first two could be used, to avoid having a mute character.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 10, 2016, 09:09:51 PM
I think Dmitrii has all of his sprites, including the souls which were on another sheet. I guess I'll have to make sprites for those too, but souls like Alura Une track an enemy, so I'm not sure if that will need spriting. His super jump is the four frames above his backdash.

I think Alura Une works in a different way from usual, better wait for Serio or someone else to say.

Quote
For Killer Ronald, I guess a bottle of acid could work for a weapon, but I think someone suggested somewhere that he could throw chainsaws.

Oh! Right, I forgot I made this suggestion, maybe he could have that instead of the Montano qcf attack.

Quote
For Ronald's voice, I think there are three main options, all of which are of different priority:
Demonic Filter>Voice Clips (From the Videos?)>Mute

Going to the videos to find voice clips could be hard though, because we'd need some without background music.

Perhaps a combination of the first two could be used, to avoid having a mute character.

If he's to have a demonic filter, then he should use the voice he already has, they're supposed to be the same person after all.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 11, 2016, 01:15:46 AM
Killer Ronald is still mortal, not a demonic entity. I think it would be better to get different voice clips instead of putting in a demonic filter, and possibly make the voice deeper to show less of a noticable difference.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 11, 2016, 10:39:36 PM
Killer Ronald is still mortal, not a demonic entity. I think it would be better to get different voice clips instead of putting in a demonic filter, and possibly make the voice deeper to show less of a noticable difference.

Can't his voice just be changed to be deeper? The laugh could be slowed down too.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 12, 2016, 02:18:19 AM
The idea I'm planning is that Killer Ronald would say things that Normal Ronald never would even think of saying, so there's a different tone/voice. It's more like some other guy (not Ronald) in a Ronald costume.

EDIT~

If anyone knows how to cut out background music, it would be easier to get clips. All we really have now is his 'damaged' sound.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on March 13, 2016, 08:54:21 PM
If anyone knows how to cut out background music, it would be easier to get clips. All we really have now is his 'damaged' sound.
Unfortunately,that is not gonna be easy,because you have to find the background music "wave" then delete it,to make it even worse,there are too many of them which is tedious
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 14, 2016, 05:13:37 PM
Maybe, if it comes to it, we could even ask the channel for voice clips, they'd probably like the publicity. But considering what happened on the twelfth, I don't think we'll get a response back any time soon.

(click to show/hide)


EDIT~

Fixed Rusty's spin. It still looks a bit too smooth; Would cutting out some frames be ideal?

Further EDIT~

Does anyone know of a good software that can rotate pixels without blurring? There's going to be a problem with Malachi and Disc Armor.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 14, 2016, 11:04:43 PM
Fixed Rusty's spin. It still looks a bit too smooth; Would cutting out some frames be ideal?

Don't think that's necessary, while she does look a bit weird by doing such a slow looking spin, that could just be sped up during the game.

If frames were to be deleted, then 6th and 8th would do, but again, don't think that's needed.

Though, if her spin is supposed to look faster, then her hair would need to move around during it, and a bit afterwards.

Quote
Does anyone know of a good software that can rotate pixels without blurring? There's going to be a problem with Malachi and Disc Armor.

Well, I can at least say you don't need to worry about Malachi's soul, it's already in the game since Malachi is in the Bonus Round.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 15, 2016, 02:50:47 AM
Though, if her spin is supposed to look faster, then her hair would need to move around during it, and a bit afterwards.

What caliber are we talking about? It's currently at 12 FPS, but 17 looks decent. I'll probably need to take this into account when making the hair movements.

I changed Dmitrii's head to make him look damaged. However, I didn't add souls yet because they would need additional technical knowledge (or so I assume.) Examples of this would be how a Cagnazzo-type soul would be placed, as well as the Alura Une and Disc Armor problem.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 15, 2016, 03:15:52 AM
What caliber are we talking about? It's currently at 12 FPS, but 17 looks decent. I'll probably need to take this into account when making the hair movements.

Well, CVF can work at 60FPS (Though I think that's mostly 1.1, 1.0 feels a bit more sluggish), so I think each one sprite per frame on the spin, then make the "arm raising" part a bit slower.

Quote
I changed Dmitrii's head to make him look damaged. However, I didn't add souls yet because they would need additional technical knowledge (or so I assume.) Examples of this would be how a Cagnazzo-type soul would be placed, as well as the Alura Une and Disc Armor problem.

The crouching damaged one's left hand is pretty big.

Alura Une, I guess she'd just magicaly stick with him, on the version where it stays with him, Dmitrii could stay in the same position Soma is when he uses it, what I'm wondering now is how her tentacles work, from the way they move in DoS, they don't look like sprites, if that can be adapted then fine, if not, then I guess her tentacles would need different movements, instead of stabbing, they could do a different motion, by using an overhead like movement, like Soma's Claimh Solais, only with it changing the direction based on where the enemy is, and having far bigger range because of the tentacles.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 15, 2016, 01:14:38 PM
Could I do the two Claimh Solais- movements plus an overhead?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 15, 2016, 01:51:52 PM
Could I do the two Claimh Solais- movements plus an overhead?

What? For Alura Une? I meant the overhead movement being only with her, start with the tentacle pointing up, then it "falls" forward until it hits the ground, don't think it should be exactly like the overhead movement of Claimh Solais since it actualy starts behind the character, and just the one I suggested has a big enough area of effect, lol.

I think each tentacle would need to have a somewhat long recovery for her to not hit too much, and the version which sticks to Dmitrii could have a version of the attack where the tentacle goes a bit lower because he'd be able to use it in the air.

Then again, that's only in case the original version can't be used, and if it can't, then I guess Loi Succubus would need something similar with the roses' shaft attack.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 16, 2016, 02:02:09 AM
There seems to be a problem with Alura Une as well, the roses could only move in four directions. I guess until one could figure out how to rotate, I just won't add the roses, or maybe just recreate them in the first place.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 16, 2016, 02:35:23 AM
There seems to be a problem with Alura Une as well, the roses could only move in four directions. I guess until one could figure out how to rotate, I just won't add the roses, or maybe just recreate them in the first place.

Well, if the original can't be used, then the one I suggested would work, wouldn't track like the original obviously, but it would have consistency hitting the enemies.

By the way, is it decided that his item crash is going to be Great Axe Armor soul?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 16, 2016, 02:38:53 AM
By the way, is it decided that his item crash is going to be Great Axe Armor soul?

I think that would work, but isn't there anything better? Using a soul seems fitting, but it doesn't up the ante like other characters, such as Soma.

EDIT~

When Alura Une's roses move in a 'slashing' motion, they'll need to move in more than four directions though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 16, 2016, 02:50:27 AM
I think that would work, but isn't there anything better? Using a soul seems fitting, but it doesn't up the ante like other characters, such as Soma.

The only other attacks I can think of that would work as an item crash are the beam ones (Like Gungner or Legion soul), but, Great Axe Armor soul doesn't really have an equivalent in CVF, specialy when it comes to recovery, which, there's a total of one item crash with small recovery/small ammount of I-frames.

Item crashes can have situational uses and still work fine, like Master Skeleton's, which won't work well against bosses flying too high or bosses which are far away, or dagger item crash which isn't Sakuya's, which only works against grounded opponents, I guess Great Axe Armor soul would be more like Master Skeleton's item crash in uses.

Quote
When Alura Une's roses move in a 'slashing' motion, they'll need to move in more than four directions though.

Well, yeah, but only if the original movement can be used, if it can't, again, it could have an overhead animation, going something like, 90 degress.

But if it were for her to do a stabbing motion, then it could just stretch the tentacle in that direction, could do it in 8 directions like CV4 Simon.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 16, 2016, 02:58:35 AM
I guess that could be his Item Crash then.

On the other hand, it seems the discussion on Ronald's voice ended, so if I may, I'd like to continue that:
While Ronald's laugh would sound creepy with a demonic filter, the rest of his clips would sound weird. And, K. Ronald is still mortal, so he's not a supernatural entity anyway, lol. He's not quite Ronald, but more like someone else in a Ronald costume. He would say things that Ronald would never say. I think if it is possible, we could get someone to 'fill the gaps' in the voice clips, or otherwise create a new set of voice clips. Or we could just get clips from the videos, like Normal Ronald's intro.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 16, 2016, 03:15:50 AM
On the other hand, it seems the discussion on Ronald's voice ended, so if I may, I'd like to continue that:
While Ronald's laugh would sound creepy with a demonic filter, the rest of his clips would sound weird. And, K. Ronald is still mortal, so he's not a supernatural entity anyway, lol. He's not quite Ronald, but more like someone else in a Ronald costume. He would say things that Ronald would never say. I think if it is possible, we could get someone to 'fill the gaps' in the voice clips, or otherwise create a new set of voice clips. Or we could just get clips from the videos, like Normal Ronald's intro.

I guess he could have a demonic voice filter for his item crash at least, he'd need to have something supernatural to be able to do that.

For other voice clips, he shouldn't have many spoken lines, the characters in general don't have many after all, I think the limit being at 3 would work well (During the fights I mean, intros/victory quotes are not included in this), the rest could just be attacking/getting hurt grunts.

Where to get them from, best option would be those videos with that psycho ronald, since other ones have regular one, problem would be getting the attacking or getting hurt grunts, since there's a lot of other noises around when he makes those, and in case getting them without those noises isn't possible, then he could just be silent mostly, and have very few voice clips.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 16, 2016, 04:00:56 AM
The main problem is that the videos just show Ronald cussing at random intervals and screaming. Given Duke's voice clips, would that be acceptable? Otherwise, I already have an idea of where to find a death clip, and a damaged one.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 16, 2016, 04:19:40 AM
The main problem is that the videos just show Ronald cussing at random intervals and screaming. Given Duke's voice clips, would that be acceptable? Otherwise, I already have an idea of where to find a death clip, and a damaged one.

Wouldn't make sense for all that gore be accepted and some cussing to not be, lol.

But, yeah, Duke Nukem already shows that cussing is okay.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 16, 2016, 10:27:45 PM
Here's seven of them. I'm not sure where they would go, or if they're supposed to be .mp3s or .oggs.

Hopefully most/all of them could be used, to give him more 'personality', or in certain situations, such as how Duke behaves on certain stages. If there's no limit, then maybe a speech for every boss could be possible. (Ronald shouts and cusses so much that there's no telling what random amounts of speech could be pulled from there.)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 16, 2016, 11:33:48 PM
Here's seven of them. I'm not sure where they would go, or if they're supposed to be .mp3s or .oggs.

Hopefully most/all of them could be used, to give him more 'personality', or in certain situations, such as how Duke behaves on certain stages. If there's no limit, then maybe a speech for every boss could be possible. (Ronald shouts and cusses so much that there's no telling what random amounts of speech could be pulled from there.)

That third voice clip is too long to be honest.

I honestly can't understand what he says in the others, but since Killer Ronald is supposed to be crazy, guess they'd work even if they are actual gibberish.

the fifth voice clip could be the one he uses when dying, though it sounds like it's interrupted, but that interruption could stay, he could take the final hit, then either his knife or cleaver fall on him at the end of the voice clip, kind of like player Death's death animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 16, 2016, 11:42:48 PM
Here's what he says in the clips, or as far as I can tell:

Clip 1: "Boogy! You're all f*cking boogies, look at ya!"
Clip 2: "What did I say!? What the f*ck did I say!?"
Clip 4: "You slut! I'll end you!
Clip 5: Self explanatory. I can fade it out if needed.
Clip 6: "No..."
Clip 7: "You [???], f*ck!"
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 16, 2016, 11:54:32 PM
Clip 1: "Boogy! You're all f*cking boogies, look at ya!"

Not really sure what this one could be used for.

Quote
Clip 4: "You slut! I'll end you!

Could use this one against all females and Jonathan[/b].

Quote
Clip 5: Self explanatory. I can fade it out if needed.

No need if my suggestion for the death animation is used, since the interruption would be fitting.

Quote
Clip 6: "No..."

Not sure if this one could be used, too short and quiet for an alternate death scream, too long and quiet for a getting hit voice clip.

Quote
Clip 7: "You [???], f*ck!"

Could be used as a victory quote, though, depending on what he says, could be used for specific fights.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 17, 2016, 10:34:52 PM
Maybe that could be used for the bonus stage?

Here's two more:

08: "Shhhit!"
09: "Come back when you shut your f*cking LIFE OUT!!"
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 18, 2016, 04:07:42 AM
Maybe that could be used for the bonus stage?

Yeah, guess it could be fitting there.

Quote
08: "Shhhit!"

This one could be fitting as a getting hit voice clip, though he'd need another one too.

Quote
09: "Come back when you shut your f*cking LIFE OUT!!"

Not sure this one can be used since he's supposed to kill everyone he meets.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 18, 2016, 04:30:00 AM
For clip 09, maybe if Dmitrii could get away during his battle, he could end with this quote. It's almost like he knows that he'll fight him again (but in the form of menace).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 18, 2016, 11:58:48 AM
For clip 09, maybe if Dmitrii could get away during his battle, he could end with this quote. It's almost like he knows that he'll fight him again (but in the form of menace).

In that case, he could also use it against Celia if she runs away as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 19, 2016, 03:59:47 PM
When Alura Une is summoned, the vines kind of lazily wiggle around in the air. This needs a  distortion tool, which I don't have. Should I disinclude this, and let the Alura Une body itself shoot out vines?

I meant the vegetation around the Alura Une, not Alura herself. lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 20, 2016, 01:26:12 AM
I think it'd be better to know about what of the Alura Une can be used in CVF before making changes, did anyone rip her sprites at least?

Edit: So I don't think we talked about Ronald's Y button, is it going to be a healing move? Or maybe it could be a power up mode, he could eat whatever is in that package he has with him, and work basicaly like that devil soul from DoS, where it'd raise his damage a lot, but his HP would decrease, I think it shouldn't be controlable, be activate for a certain ammount of time instead of you being able to deactivate whenever you want.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 20, 2016, 05:01:52 PM
I can't rip sprites (I don't have the right knowledge nor software) but the tentacles vines, roses, and the initial summoning animation require a sort of distortion or rotation method.

For KRonald's Y button, I think that idea would make perfect sense, kind of being a sort of opposite to JRonald's Y button (Heal, but permanently poisoned.)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 20, 2016, 05:08:52 PM
I can't rip sprites (I don't have the right knowledge nor software) but the tentacles vines, roses, and the initial summoning animation require a sort of distortion or rotation method.

For KRonald's Y button, I think that idea would make perfect sense, kind of being a sort of opposite to JRonald's Y button (Heal, but permanently poisoned.)

regular Ronald already has a Y button though, his ceiling cling, and it was in that Ronald game.

There's also the move I suggested for Birdie to use, in which she drops something from the breakfast menu, which heals Ronald and poisons anyone else, and if Ronald receives a healing item with his Y button, then the part of it healing Ronald would need to be scrapped.

Regular Ronald being able to heal would need to make his current Y button become a up+Y button, or something like that.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 20, 2016, 08:17:46 PM
Fixed Dmitrii's left hand. Also added additional hair effects to Rusty's spin.

Holding up the UP button causes additional poses in Charlotte and Jonathan. Is this only concerned with POR characters, or could Rusty have this trait as well?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 20, 2016, 11:36:12 PM
Fixed Dmitrii's left hand. Also added additional hair effects to Rusty's spin.

Would need a gif to see if the hair looks good.

I noticed some issues with her hairi mostly it's length is just a bit below shoulder length, but in her standing and crouching upwards whip attack, you can see that it's longer, you can the strands of hair on the left side of her body, and on the jump, on the first frame her hair starts to go up, it looks a bit longer, and on her slide as well.

That aside, there's still the other issues with her, the jumping upwards whip attack needs a different animation since that one is unfitting for a whip attack, and her hand wave attack could have her move more of her body instead of just moving the arm.

Also, there's a color issue on her crouching sprite, it looks like her costume isn't covering the stomach area.

Also, on frames 3 and 12 of her victory spin, her shoulder pads are gone, and on the frame 12, it looks like her right arm got smaller.

Also, on Dmitrii's sprites, he has some color issues, his running animation, his pants have a darker collor than any other sprite, the lower part of his jacket too, and in some sprites, his clothes look brighter, and in others darker, not sure which one is the "correct" one, but most are the darker ones, it's brighter during his standing attacks, his getting up from crouching frames, his getting hit frames, the dying frames, and those poses he's making at the middle of the sheet (The ones below the his scarf frames).

Quote
Holding up the UP button causes additional poses in Charlotte and Jonathan. Is this only concerned with POR characters, or could Rusty have this trait as well?

Don't see a problem with that, but it could just be her victory pose, since it seems to be the most fitting pose for her.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 23, 2016, 02:16:09 AM
Dmitrii's running sequence was recolored by serio, so I'm not sure if I should set that as the default color scheme or not.
The lighter and darker sprites are intentional, they were part of the initial spritesheet.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on March 24, 2016, 01:45:43 AM
you can fix them if you want. they're that way simply because he's a julius edit.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 24, 2016, 02:51:10 AM
Recolored Dmitrii's running sequence.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 24, 2016, 04:35:45 PM
So I'm wondering, will boss Dmitrii have the same souls as player Dmitrii, or will he have some different ones?

I'm playing DoS now, and fought Dmitrii by giving him the Manticore soul, which gave him a pretty neat control of the pace of the watch, though I guess Alura Une would give an even better one.

From what I noticed on his fight, if he has good stuff, what he does is control the pace of the match in a kind of slow pace, and whatever element he copies + his own stuff will need to do that well, since the character's movement in CVF is really good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 24, 2016, 11:17:05 PM
Boss Dmitrii's moveset probably won't be nearly as constricted as Player Dmitrii's, so considering that, I guess the 'more is better' rule would be applied here.
Hopefully, Boss Dmitrii's moveset could involve soul 'sleeves' instead of just single souls, so that his fight could be more or less unpredictable, sort of like fighting Montano. (His subweapon state would modify his entire moveset.)
Maybe the soul sleeve could change based on the elements, or maybe it could work on an ABC basis, with more or less random things in each sleeve.

I guess the same could be done for one of Player Dmitrii's skins as well, or would that overbloat the moveset?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 25, 2016, 12:56:35 AM
Boss Dmitrii's moveset probably won't be nearly as constricted as Player Dmitrii's, so considering that, I guess the 'more is better' rule would be applied here.
Hopefully, Boss Dmitrii's moveset could involve soul 'sleeves' instead of just single souls, so that his fight could be more or less unpredictable, sort of like fighting Montano. (His subweapon state would modify his entire moveset.)

Maybe the soul sleeve could change based on the elements, or maybe it could work on an ABC basis, with more or less random things in each sleeve.

I guess the same could be done for one of Player Dmitrii's skins as well, or would that overbloat the moveset?

Eh, not really sure about making a boss be random like Montano, his AI isn't well made at all (Though there are things like backdashing at a certain moment when he's far from you, but the matchup can end up being a buttom mashing contest).

Also, no character's moveset doesn't have to be constricted, a character can have up to 8 special inputs without a "transformation" (Like Jonathan can do), whatever the hell how many sub weapons, which each can have two versions, and item crash for sub weapons if you want, which is a lot, but then there's the thing that big moveset doesn't mean better, Alucard and Sakuya for a long time didn't need most of their special inputs and were always strong, and Reimu is like that since the earliest I've seen her, which is from 0.5.17a, and that hasn't changed.

Also not sure about giving soul sleeves to either player or boss version, his gimmick is to be able to copy magic attacks, which here is going to be adapted to copy elements instead, and it doesn't really seem fitting for him to have a too big moveset (Which he's kind of going to have anyway once you get all elements for the sub weapons, but he won't start with them, he'll have only the 4 special inputs, item crash and no sub weapons at the start), the ideas suggested for player Dmitrii are fine, he'd be solid enough with them, and for boss Dmitrii, I was just wondering if he could end up having different moves, but even if it should be the same-ish, having Alura Une + whatever copied element + enemy version Disc Armor would be more than solid enough.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 25, 2016, 02:39:50 AM
Are there any ideas as to how exactly Alura Une would behave/look in battle? Currently her 'idle' animation is in a state of disrepair, and I don't have the proper tools to distort or rotate. Could the vines come from the  plant body? Also, could I only put one vine? (this is more on effort than application though).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on March 25, 2016, 04:05:32 AM
I could be wrong about this, but Mugen might be able to rotate sprites. So it wouldn't be necessary to make a bunch of different angles of things for Alura Une if that's the case.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on March 25, 2016, 05:54:22 PM
entire sprites. it can't do multi jointed things like the alraune's vines, or limbs like gergoth. they had to be pre-animated.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 25, 2016, 06:16:57 PM
Could someone rip Alura Une then? I imagine with that, everything would be possible.

EDIT~

So, I found an extremely basic solution. I could just make the enemy form of Alura Une. *facepalms*
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 27, 2016, 03:19:54 AM
Could someone rip Alura Une then? I imagine with that, everything would be possible.

EDIT~

So, I found an extremely basic solution. I could just make the enemy form of Alura Une. *facepalms*

Could also use the tentacles from the enemy version, since they cover a pretty big area of effect, won't need to make many variation of it.

Also, one thing I thought here, the Alura Une soul, in DoS it starts out being crap, high damage, but it doesn't attack much, but the more souls you get, the more agressive it becomes and the more damage it does, so maybe that could be adapted here, it becomes more damaging and agressive the more shot upgrades you have, maybe the version which doesn't follow Dmitrii could have some increase in the deffenses too, of course, it'd need to waste a lot of MP to be that good.

Edit: Also, I'm surprised at the things Dmitrii can copy, he copied the Armor Knight soul, which he spins that spear without needing to use his arms, lol, also he can copy Catoblepas and Spinning Devil, and have them activated forever, and if you get hit by Catoblepas, you'll be screwed, lol, also, strangely enough, if he copies Death's, he stops using his red souls, he interrupts it immediately when he starts to use a red soul, he can still use the knife though.

Also, a while ago we had a problem to which attack he could use with Wind element, but it could just be Spin Devil, could be activated for a certain ammount of time, and shot upgrades make it do more damage.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 27, 2016, 04:45:06 PM
If something is going to follow Dmitrii around (like Soma's Cagnazzo) would it need extra sprites for every movement, or could that be managed with coding? Cagnazzo's movements seem more fluid than just spriting, anyhow.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 27, 2016, 05:45:52 PM
If something is going to follow Dmitrii around (like Soma's Cagnazzo) would it need extra sprites for every movement, or could that be managed with coding? Cagnazzo's movements seem more fluid than just spriting, anyhow.

Alura Une could just be "stuck" with him, no need for extra sprites for it to move around.

Though, that makes me think, the Alura Une which follows him, the tentacles would need to come out from Alura Une itself instead of the ground if the enemy version of her tentacles is used, to make it effective in the air as well, Alura Une is pretty big, so they could be separated from each other enough  and cover a somewhat big area of effect.

The tentacles could also track the opponent's direction, and try to hit between up, down forward or back, or, again, could have an overhead attack.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 28, 2016, 12:12:16 AM
Added:

Legion Soul
Disc Armor Soul
Alura Une (Ground Version)
Backdashing Normal
Y button poses (?)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 28, 2016, 01:15:35 AM
Added:

Legion Soul
Disc Armor Soul
Alura Une (Ground Version)
Backdashing Normal
Y button poses (?)

Looks good.

So is the Legion soul only for the boss version? Or it it for the player version?

His moveset is already filled if it's for the player version, though it could be a second item crash, would be better to be full screen though, since Great Axe Armor soul is aready an up close item crash, would also need to do more damage since it'd probably be a multi hit move.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 30, 2016, 12:40:21 AM
The Legion soul could most likely just be given to Boss Dmitrii, although if it feels right, perhaps Player Dmitrii could have it as well.

EDIT~

Added the attacks for Alura Une, both ground and following.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 30, 2016, 02:00:00 AM
The Legion soul could most likely just be given to Boss Dmitrii, although if it feels right, perhaps Player Dmitrii could have it as well.

EDIT~

Not a problem to give to player version, again, by making it have more range it'd be different enough from the Great Axe Armor soul.

Quote
Added the attacks for Alura Une, both ground and following.

Those vines could be longer, because that range will be really short for the version which stays on the ground.

Perhaps you could use the vines from the soul version of the Alura Une, since those have a lot of range and large hitboxes too, obviously only with it stretched.

Picture for refference:

(http://i.imgur.com/gXrLLBL.png)

Also, with the vines only going upward, I guess the previous suggestion you made of Alura Une throwing Unes could be used too, though, maybe it'd be better to make the Unes thrown be destroyable by the boss version, the Unes could also be able to make that other vine like the enemy version can.

Also, will Alura Une also be able to throw those roses? If so she'd need to do it only when the enemy is far, which would really make her more useful.

Honestly, with high damage, leaving hitboxes around, and possibly zoning, Alura Une would need to waste a lot of MP to be balanced, unless she ends up having low HP when you use the version which doesn't follow Dmitrii around, the way I see it, both versions would need to waste the same ammount of MP against bosses, while in VS they version which follow Dmitrii around would need to waste less single a sinfle hit could make it disapear.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 30, 2016, 03:40:08 AM
Apologies, I didn't really get what you meant by making the vines like the aforementioned screenshot. Should the vines be for the ground or following version?

And the Unes that are thrown have the property of shooting up (from AoS?)

I guess roses could be thrown, the sprites are already there. I guess that's mostly up to serio to implement it.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 30, 2016, 04:08:35 AM
Apologies, I didn't really get what you meant by making the vines like the aforementioned screenshot. Should the vines be for the ground or following version?

Just to use the vines from the Alura Une soul, would be more fitting since they have bigger range and larger hitboxes.

Quote
And the Unes that are thrown have the property of shooting up (from AoS?)

Both from AoS, and something the enemy version of Alura Une can do in DoS, since she briefly summons some Unes when the vines go up.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on March 30, 2016, 02:23:16 PM
Added:

Legion Soul
Disc Armor Soul
Alura Une (Ground Version)
Backdashing Normal
Y button poses (?)
That dimitrii with his long white wire (or his scarf).
Is that one for disc armor soul?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 30, 2016, 02:28:56 PM
That dimitrii with his long white wire (or his scarf).
Is that one for disc armor soul?

Yeah.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 30, 2016, 11:59:39 PM
Could Dmitrii be fought a second time in the story? Or atleast partially?

So, I remember when I was initially playing DoS, I wanted to fight Dmitrii in the Abyss, atleast before he turned into Menace. The reason was because, while the copying power was amplified(?) he was also able to 'use' gray or black souls, which I assumed were from monsters that weren't even from the castle.

The dynamic behind this would make the battle harder (like Shaft's battle) and would provide more power and diversity in his attacks, as he would be using otherwise unusable souls, none of them quite resembling anything. It would kind of be like fighting Dario the second time. But then, when he's about to get defeated, Menace comes into play.

I'm not sure if I could actually post this here, but I believe it's a good idea nonetheless.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 31, 2016, 12:39:47 AM
Could Dmitrii be fought a second time in the story? Or atleast partially?

So, I remember when I was initially playing DoS, I wanted to fight Dmitrii in the Abyss, atleast before he turned into Menace. The reason was because, while the copying power was amplified(?) he was also able to 'use' gray or black souls, which I assumed were from monsters that weren't even from the castle.

The dynamic behind this would make the battle harder (like Shaft's battle) and would provide more power and diversity in his attacks, as he would be using otherwise unusable souls, none of them quite resembling anything. It would kind of be like fighting Dario the second time. But then, when he's about to get defeated, Menace comes into play.

I'm not sure if I could actually post this here, but I believe it's a good idea nonetheless.

Actualy, that sounds interesting, the plot excuse could be that thanks to his amplified power because of magic castle, he doesn't lose control immediately over the souls, then is defeated again, becomes pissed, Menace happens.

Unfortunately, because of the way MUGEN works, there wouldn't be dialogues after Dmitrii is defeated but before he turns into Menace, but that's a minor issue.

With how much room the area has, he could have a bigger variety of attacks, but no copying elements this time, also, he could have a dark aura around himself to make it easier to recognize him from the regular Dmitrii on survival, and he could have worst deffense than regular Dmitrii too, just to not make it too hard.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 31, 2016, 12:59:48 AM
I guess, because he's technically using stronger, more efficient souls, his entire previous moveset could be scrapped, and we could 'invent' some souls for him to use. His basic sprites are already done, so we wouldn't really have a problem here.

We just need to make him look like it's having a huge strain on his body, such as his arm bulging out when he does something, or his chest heaving as he summons a familiar or such.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 31, 2016, 02:50:47 AM
Since it's implied that the powerful demon Dmitrii defeated was a Legion, maybe the Legion soul could be used for this fight against Dmitrii, and keep it only to that.

He could have something like, using two soul attacks at the same time, like using a fast freezing attack and a slower semi tracking fireball, to make him put a really different pressure from the "previous fight" version.

If he were to use familiars, I guess using Legion's bodies would be fitting enough, they could work like zombies, but probably should be used in smaller numbers.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 31, 2016, 03:03:39 AM
I meant if the souls used wouldn't even be identifiable souls. Preferably if they were distorted or mangled, to make it look like he partially lost control over the souls, turning them, basically, into an 'amalgamation of demons'. Perhaps I could use Menace's color scheme for these souls?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 31, 2016, 03:49:41 AM
I meant if the souls used wouldn't even be identifiable souls. Preferably if they were distorted or mangled, to make it look like he partially lost control over the souls, turning them, basically, into an 'amalgamation of demons'. Perhaps I could use Menace's color scheme for these souls?

One thing that could be done is for him to be able to summon monsters, but maybe not be able to do so that well, which could use them being partialy mangled or distorted, I'm saying he could have this since he'd have a lot of monster souls, and Celia's.

I think the souls could be identifiable by the way, CV has a whole lot of monsters, and not many of them are being used, so whatever attacks or familiars being summon, could be some of those monsters.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 31, 2016, 03:53:24 AM
Perhaps, and I know this was already struck down, souls could be used in different ways as they were intended? And of course they'd need a new color scheme and such.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 31, 2016, 01:27:22 PM
Perhaps, and I know this was already struck down, souls could be used in different ways as they were intended? And of course they'd need a new color scheme and such.

Being different in what way? Like the souls get a new attack?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on March 31, 2016, 02:03:34 PM
Perhaps, and I know this was already struck down, souls could be used in different ways as they were intended? And of course they'd need a new color scheme and such.
Used in different way,sorta like a variation?
example:
when using hellfire,its shoot 5 instead usual 3 and its blue flame instead of normal red
Dmitrii can use dominus in this state
His reflexes increased+he has black aura
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 31, 2016, 03:44:21 PM
Perhaps the souls could get different sprites, and thus could be used in different ways. For instance, Dmitrii's arm turns into a 'disturbing' Iron Golem arm with a catoblepas head (maybe recolored by Menace's color scheme), which he uses to punch at the opponent.
For another example, maybe if the Buer soul got mixed with the Ghost soul, he would have distorted faces around him.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on March 31, 2016, 04:06:48 PM
Perhaps the souls could get different sprites, and thus could be used in different ways. For instance, Dmitrii's arm turns into a 'disturbing' Iron Golem arm with a catoblepas head (maybe recolored by Menace's color scheme), which he uses to punch at the opponent.
For another example, maybe if the Buer soul got mixed with the Ghost soul, he would have distorted faces around him.
I afraid most of player will think its a glitch (provided the sprite is not really edited into oblivion)
And possibly,because there is many sprite to "stack" on dimitrii,it can be troublesome for low spec pc/laptop
My suggestion,he can use "part" of enemy to attack (Ex:he can lash out straight scorpion tail at high speed to stab)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 31, 2016, 04:45:24 PM
I afraid most of player will think its a glitch (provided the sprite is not really edited into oblivion)
And possibly,because there is many sprite to "stack" on dimitrii,it can be troublesome for low spec pc/laptop
My suggestion,he can use "part" of enemy to attack (Ex:he can lash out straight scorpion tail at high speed to stab)

If a computer can handle Orlok summoning so many familiars or hydro storm being used, then it isn't a problem, they can always turn off the music too.

Anyway, Iron Golem's arm + Catoblepas head, that's more to the weird side than disturbing, besides, Menace is supposed to be the "Disturbing" one (He ain't really though, lol).

One of this Dmitrii's attacks could be the one he uses against Arikado before transforming, maybe it could track where the player is.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 31, 2016, 10:32:54 PM
I meant it kind of like this. I guess some of the souls partially started to 'fuse' already, but not completely, as to turn into Menace:

Here's the Guillotine and Warg soul, fused together. Maybe other combinations would be more interesting, but this is all I have as of now. It's actually not ideal, as none of the aspects of Warg were really accounted in the combination. (The attack behaves like Guillotine.)

EDIT~

In addition, the Legion 'zombie' is very small compared to him. Should it be resized, or perhaps kept that way?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 01, 2016, 01:14:00 AM
I meant it kind of like this. I guess some of the souls partially started to 'fuse' already, but not completely, as to turn into Menace:

Here's the Guillotine and Warg soul, fused together. Maybe other combinations would be more interesting, but this is all I have as of now. It's actually not ideal, as none of the aspects of Warg were really accounted in the combination. (The attack behaves like Guillotine.)

Ah, looks cool.

Maybe it could play Warg soul's voice clip too.

Quote
In addition, the Legion 'zombie' is very small compared to him. Should it be resized, or perhaps kept that way?

The Legion's bodies were always small, so no need to change them, they always tend to have large numbers anyway (Though, Dmitrii shouldn't summon as much as Legion can, to also focus on his other moves).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on April 01, 2016, 05:53:13 PM
I meant it kind of like this. I guess some of the souls partially started to 'fuse' already, but not completely, as to turn into Menace:

Here's the Guillotine and Warg soul, fused together. Maybe other combinations would be more interesting, but this is all I have as of now. It's actually not ideal, as none of the aspects of Warg were really accounted in the combination. (The attack behaves like Guillotine.)

EDIT~

In addition, the Legion 'zombie' is very small compared to him. Should it be resized, or perhaps kept that way?
Thats really cool idea
Here is some of my idea:
Warg soul head can be replaced with menace head (which much slower but deal higher damage)
Almaric sniper arrow can use longinus as a tip of arrow (which deal higher damage)

 
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 01, 2016, 09:31:02 PM
Almaric sniper arrow can use longinus as a tip of arrow (which deal higher damage)

If the idea behind this Dmitrii is merging souls, then I think it'd be better to use another soul instead of a weapon, and for arrows, only one we have is the skeleton archer.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 01, 2016, 10:07:24 PM
The Menace head probably only came into being as a result of his 'complete' formation of a single entity out of souls. Therefore, I don't think his Menace head should show up quite yet - there's more potential in the merging of souls.

Here's more attacks:

Iron Golem+White Dragon
Iron Golem+Bloody Hand
Axe Armor+Great Axe Armor

I guess the only problem with this is him not dying from blood loss.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 01, 2016, 10:57:06 PM
The Menace head probably only came into being as a result of his 'complete' formation of a single entity out of souls. Therefore, I don't think his Menace head should show up quite yet - there's more potential in the merging of souls.

Here's more attacks:

Iron Golem+White Dragon
Iron Golem+Bloody Hand
Axe Armor+Great Axe Armor

I guess the only problem with this is him not dying from blood loss.

Might be better to remove Great Axe Armor, regular Dmitrii is already using it, and Somacula will use it too, so it'd become a bit overused.

And, don't worry about logic, CV never liked logic lol.

Also, what would be the difference between Iron Golem + White Dragon and Iron Golem + Bloody Hand?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 01, 2016, 11:02:03 PM
I guess Iron Golem + White Dragon has more range? It could probably do less damage as well.

Also, Great Axe Armor + Axe Armor is supposed to behave like Axe Armor soul. It's bigger though, and therefore should be harder to dodge.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 02, 2016, 12:08:04 AM
Also, Great Axe Armor + Axe Armor is supposed to behave like Axe Armor soul. It's bigger though, and therefore should be harder to dodge.

Ah, cool, but I think one backdash would be enough to avoid it completely, assuming it has the same speed as the regular axe throw, so maybe it could be a bit slower just to be sure.

His arm could also mutate to throw the axe, or maybe he could summon a distorted Great Axe Armor.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on April 02, 2016, 10:31:01 AM
so,what souls that dimitrii use if it done?
maybe i can give some idea on it
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 02, 2016, 02:09:41 PM
Preferably, two souls with similar capabilities, or a soul and another one that doesn't exist (Bloody Hand soul isn't even from DoS or AoS, so it has to be invented). They just have to go together, and have interesting results.

Also, preferably they can't use parts that are already part of Menace (Ex: Menace head).
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 02, 2016, 02:15:32 PM
Preferably, two souls with similar capabilities, or a soul and another one that doesn't exist (Bloody Hand soul isn't even from DoS or AoS, so it has to be invented). They just have to go together, and have interesting results.

Also, preferably they can't use parts that are already part of Menace (Ex: Menace head).

So how about a combination of Legion soul and Gergoth soul? That part where the beam comes out from the Legion soul could be replaced by Gergoth heads, perhaps it could have only 2 instead of 3 because of the size of Gergoth's head and because of how big the beam is.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on April 02, 2016, 04:40:18 PM
So how about a combination of Legion soul and Gergoth soul? That part where the beam comes out from the Legion soul could be replaced by Gergoth heads, perhaps it could have only 2 instead of 3 because of the size of Gergoth's head and because of how big the beam is.
And you can have dark red laser
I think menace claw hand can be used too in some sort way
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 02, 2016, 04:59:15 PM
And you can have dark red laser

I don't think that should be done, both Legion's and Gergoth's souls have blue beams (Well, Gergoth's is mostly white), different shades of the color though, so I think Gergoth's beam collors should be used for it.

Also, on the combination of Guillotine soul + Warg soul, I think the Warg soul part of the attack could be that it goes after the opponent (It's more like how Soma's warg soul works in this game than in DoS), by moving forward while being invisible, and the Guillotine is only activated once it reaches the opponent, if you're jumping too high for it to hit you, then it should just not do any hits.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 02, 2016, 08:39:57 PM
It doesn't necessarily have to be only two souls, maybe Paranoia can be taken into account and have the heads come out from a mirror or something.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 02, 2016, 09:08:42 PM
It doesn't necessarily have to be only two souls, maybe Paranoia can be taken into account and have the heads come out from a mirror or something.

That honestly would make it be like the regular Guillotine, only even slower.

Also, one idea I had, he could have a combination of Amalaric Sniper and Skull Archer souls, he could summon the Amalaric Sniper, and it'd charge the bow for a while, and when it's time to use it, it becomes an instantaneous full screen and high damaging attack, so what'd do is stay there for a while charging while Dmitrii uses other attacks, so you'd carefuly need to bait him into doing attacks to avoid a hard to avoid situation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 02, 2016, 10:02:22 PM
Maybe we could have the Gergoth + Legion spurt out of his back as well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 02, 2016, 10:20:56 PM
Maybe we could have the Gergoth + Legion spurt out of his back as well.

Yeah, I was thinking that too, I guess the way to avoid this move would be by doing double jump + super jump, or flying, or jumping behind him, but not being too close.

I wonder if in the Japanese version of DoS, Dmitrii has longer screams, with the way this one is being planned, he's putting a lot of power behind his attacks, and Dmitrii's "usual" shorts grunts would be that fitting, so in some cases he could stay quiet to not sound weird.

I'm honestly still wondering how Menace will work with The Abyss not having platforms, would be hard to damage him without risks without flight characters, unless we have a part of HD Menace and make his entire body take damage, or just make none of the faces be destroyed for good, but they could reach a state where they take less damage after taking enough hits.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 02, 2016, 10:26:50 PM
Actually, I'm not really even sure that there is a 'English' or 'Japanese' version of DoS, as even in the English version, most of the characters speak in Japanese anyway. Although Dario's voice has to come from somewhere, so I'm not sure either way.

Besides that, having none of the faces be permanently destroyed is a good idea, it could contribute to the 'grotesque' factor of the fight.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 02, 2016, 10:42:04 PM
Actually, I'm not really even sure that there is a 'English' or 'Japanese' version of DoS, as even in the English version, most of the characters speak in Japanese anyway. Although Dario's voice has to come from somewhere, so I'm not sure either way.

English version of DoS removed many voice clips from characters to make it looks like it was translated, very noticeable with Abaddon where he doesn't even speak.

Quick example in those videos:


Everytime Somacula attacks, he says "Shine", and in the english version he just grunts, and when he transforms he says somethings instead or just doing that same grunting.


Everytime Somacula kills a boss he says something, and he also has a spoken line when he activates the Devil soul, also Dmitrii has a spoken line when he's defeated instead of that death grunting.

Quote
Besides that, having none of the faces be permanently destroyed is a good idea, it could contribute to the 'grotesque' factor of the fight.

I wrote that while thinking about how the characters can keep damaging Menace without always needing to jump at his face, but I guess it'd work for that too, lol.

Perhaps Menace could also have that jump he does in HD, with him crouching a lot to put the faces in a more vulnerable position.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 03, 2016, 12:26:32 AM
Of course, it would depend slightly upon whether Menace has his first stage or not. Although that would help with aesthetics and homage to the original DoS, a three-part boss fight wouldn't really play well.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 03, 2016, 12:47:57 AM
Of course, it would depend slightly upon whether Menace has his first stage or not. Although that would help with aesthetics and homage to the original DoS, a three-part boss fight wouldn't really play well.

I think it'd be better to get more of the HD fight since that game didn't have super jumps (Well, I know Jonathan had one, but it was way lower than the usual super jump, and you couldn't use it infinitely), so the fight was kind of made more around that, main differences were him being even slower, summoning less Langoliers, walking less, leaving the face more vulnerable, and taking damage from all of his body (Though it was minimal), I think he also could be killed without destroying the 3 heads.

The original first part of the fight, I think it could be an attack, like, you destroy the head on his knee, then he walks backwards a bit then falls in that position, and you can take this chance to damage his heads while he deffends himselfs, but then gets up after a while to never repeat it again, he could also get up faster if you just happen to fall outside of the area he fell on.

Perhaps those square "Bubbles" from his fight on HD could be summoned, similarly to how phase 3 Rebirth Dracula conveniently summoned those platforms for Christopher to be able to hit Dracula's eye, those "bubbles" could start to grow, and you could destroy them or just let them grow one by one to be pilled up a bit, that way we could kind of have platforms on the fight, but not need to change The Abyss itself, perhaps pressing down+B could destroy them if you're on top of them so anyone can destroy them if they need to.

Edit: Forgot to mention, Menace also tends to jump in HD, by crouching a lot, that could leave the upper faces more vulnerable.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 03, 2016, 02:22:19 AM
Updated Dmitrii's sheet with the latest attacks, including his axe-throw animation.

EDIT~

Also, nobody's really ripped Celia's remaining enemy sprites yet. Hopefully I can get serio to post here, see if he's started implemented characters yet. (Is that supposed to be a secret..?)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on April 03, 2016, 02:27:40 AM
If AoS valkyrie soul is ever used,i think menace spike can replace the sword
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 03, 2016, 02:44:20 AM
Updated Dmitrii's sheet with the latest attacks, including his axe-throw animation.

Would a boss Dmitrii even do jump attacks? He never really did that, in fact, he only jumped when cornered, only for deffensive reasons to get away from the player, and he'd already have the gigantic axe throw to be used as an anti air too...

That arm when he starts throwing the axe, the first two frames have fewer and darker colors.

Quote
Also, nobody's really ripped Celia's remaining enemy sprites yet. Hopefully I can get serio to post here, see if he's started implemented characters yet. (Is that supposed to be a secret..?)

It looks like Serio doesn't talk so openly about character progress unless asked, so, just ask and wait for him to see I guess lol.

If AoS valkyrie soul is ever used,i think menace spike can replace the sword

Player and possibly first boss Dmitrii are already using it, I don't think Menace Dmitrii should use it too because it'd be too repetitive, besides, the arm attacks would already be good enough for up close moves, and the axe as an anti air.

Edit: Wait, are those wings on one of the sprites? I think it'd look weird for him to have wings, mostly because Menace doesn't get wings, and he's a combination of many monsters souls.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on April 03, 2016, 02:58:47 AM
Edit: Wait, are those wings on one of the sprites? I think it'd look weird for him to have wings, mostly because Menace doesn't get wings, and he's a combination of many monsters souls.
I believe its one of menace body part (because i cannot find it anywhere in menace sprites)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 03, 2016, 05:11:04 AM
I got the wings from HoD Legion (Which doesn't have a soul so I made one). Perhaps it could move faster than running?

I guess I'm just behind to make it blatantly obvious that he's oversaturated with souls.

Also, maybe at one point Menace Dmitrii could be requested to be made playable (which I would support...! winkwinkwink) which is why I made jumping sprites.
Which brings me to say, since Dmitrii is technically being used as a host for Menace, should his health drain instead of MP? It could recharge constantly, but his attacks would also take health from him, so it would be more or less equal.
Plus, if Menace Dmitrii is playable, maybe self-inflicted damage wouldn't be taken into account, as the only way to get a perfect would be to only use normals.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 03, 2016, 02:46:42 PM
Plus, if Menace Dmitrii is playable, maybe self-inflicted damage wouldn't be taken into account, as the only way to get a perfect would be to only use normals.

Serio already made the proper changes for self inflicted damage not make the character lose the Perfect, very easy to notice with Serious Jonathan, he takes damage everytime he uses the Vampire Killer, and you can still get a Perfect with him.

About Menace Dmitrii being playable, the closest I can imagine, is for him to have those Menace powers as a "transformation", kind of like Jokenathan and Serious Jonathan, some excuse about Dmitrii gathering a lot of souls and use them to "Transform" into that.

But then again, I'm not sure about making him playable, some boss gimmicks could stay only with the bosses, like Somacula for example, he won't be playable.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 03, 2016, 03:15:30 PM
Menace Dmitrii already seems to have a (partially) sufficient moveset:

Iron Golem + White Dragon
Iron Golem + Bloody Hand
Guillotine + Warg
Axe Armor + Axe Armor
Legion + Gergoth
Legion Zombies
Wing-Dash thingy

Maybe he could summon a wave of Menace spikes from the ground? I guess that could be passed off as Frozen Shade + Needles (?) Although to avoid being too repetitive the first form of Menace probably shouldn't use it as much.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 03, 2016, 03:37:02 PM
Menace Dmitrii already seems to have a (partially) sufficient moveset:

Iron Golem + White Dragon
Iron Golem + Bloody Hand
Guillotine + Warg
Axe Armor + Axe Armor
Legion + Gergoth
Legion Zombies
Wing-Dash thingy

Maybe he could summon a wave of Menace spikes from the ground? I guess that could be passed off as Frozen Shade + Needles (?) Although to avoid being too repetitive the first form of Menace probably shouldn't use it as much.

That moveset is already comparable to Richter's in size, lol.

Bosses don't need a really big moveset to be threatening, after all, Great Werewolf has 4 attacks and is dangerous, Skull Knight also has 4 attacks and is also dangerous, the boss needs to have strong control of the pace of the match, and if Menace Dmitrii can do that, he won't need more moves.

The wing dash could be used to make him close the distance to use his other moves, Legion + Gergoth, he could use it when he's off screen, Axe Armors as an anti air, Guillotine + Warg could bite the character and hold them for a while to leave them vulnerable to hits, Iron Golems combinations, not sure if he should have both, but regardless, use it in up close range, Legion Zombies, he could summon some to annoy the player.

Don't think he should have Menace's spikes, since Legion Zombies would already be the move which would be used as a distraction, and need proper positioning to avoid them when you can't kill them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 03, 2016, 03:44:38 PM
Are there any moves that Menace Dmitrii would need then? He remarkably seems complete already.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 03, 2016, 04:01:39 PM
Are there any moves that Menace Dmitrii would need then? He remarkably seems complete already.

He's fine with the moveset, the most important move would be those wings, unlike regular Dmitrii who gets away from the character, this one looks like he'd get close, and those wings would be used for that it seems, and he'll really need to have ways to get close to the character to not be easily outzoned by nearly everyone, specialy since his stage is The Abyss.

He could throw the axe higher than the usual axe to make it better as an anti air, and the axe could track the height of the character in case they are flying, with those things, he'll be fine.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on April 03, 2016, 06:07:47 PM
Are there any moves that Menace Dmitrii would need then? He remarkably seems complete already.
For me,faster sprinting speed,and you could use those wing for flight if that happen
And dont forget the black aura from DoS menace sequence (either as buff or whatever)
And i think there is must be the way to tell between normal and menace one in case if he appear on survival mode
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 03, 2016, 06:16:56 PM
For me,faster sprinting speed,and you could use those wing for flight if that happen

The wings could be used for that.

But now that I think about it, maybe they could be removed, and just give Menace Dmitrii a Black Panther to get close.

Quote
And dont forget the black aura from DoS menace sequence (either as buff or whatever)
And i think there is must be the way to tell between normal and menace one in case if he appear on survival mode

Yeah, I think he'll have the black aura around him to tell the difference between them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 03, 2016, 07:45:06 PM
I can't sprite the Black Panther soul, as it needs to be semitransparent to work (which ms Paint cannot do). I'll just include the soul sprites on the sheet.

And, I guess, maybe I'll put one of those "Do not use without credit"  things on it as well, as someone's likely to find it.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 03, 2016, 08:35:11 PM
I can't sprite the Black Panther soul, as it needs to be semitransparent to work (which ms Paint cannot do). I'll just include the soul sprites on the sheet.

Don't think the Black Panther soul would need to be changed.

Quote
And, I guess, maybe I'll put one of those "Do not use without credit"  things on it as well, as someone's likely to find it.

Could be better to put it on the top, easier to notice it.

But in case you're afraid of someone stealing those things, maybe you could post the "Public" version with jpeg format, or whatever that screws up the color, then just send the "good" version to Serio.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 04, 2016, 01:16:51 AM
Perhaps if Menace Dmitrii is made playable, his story could be something along the lines of trying to save his mind and body from Menace.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 04, 2016, 12:47:25 PM
Perhaps if Menace Dmitrii is made playable, his story could be something along the lines of trying to save his mind and body from Menace.

Well, if he were to become playable (Not really sure that should be done...) I honestly think it'd be better for a Menace-Player-Dmitrii (Boy, those names are getting stupid...) to be a transformation rather than a separated character.

But I guess he could be something similar to Richters, same character, same universe, but on different times, with the "regular" one being the past version, and the "Menace" one being the future version, who's absorved more souls in order to kill Somacula, and is starting to lose control.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 07, 2016, 01:16:05 AM
Improved Rusty's spin.
I guess recoloring can start soon. (I'm not that good at it with the software limitations and all) so when it's ready, maybe Mr Esturk could recolor it. I'll just create the initial palette.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 09, 2016, 12:49:35 AM
Improved Rusty's spin.
I guess recoloring can start soon. (I'm not that good at it with the software limitations and all) so when it's ready, maybe Mr Esturk could recolor it. I'll just create the initial palette.

Looks good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 17, 2016, 07:58:10 PM
Recolored the entire spritesheet. I guess palettes can be made, if that's everything. I may have forgotten some moves in this sheet, so that could be a problem, but for some reason, if there is an inconsistency, I haven't noticed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 17, 2016, 11:04:33 PM
Recolored the entire spritesheet. I guess palettes can be made, if that's everything. I may have forgotten some moves in this sheet, so that could be a problem, but for some reason, if there is an inconsistency, I haven't noticed.

Only thing missing is for her arm to be fully stretched for this attack for the last frame:

(http://i.imgur.com/B01G4AN.png)

And again, I think the airbone upwards whip attack should have a different animation, since the one she has now would be fitting for a sword stab, not a whip strike.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 23, 2016, 12:41:57 AM
Added the last frame, and made a new upwards whip animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 23, 2016, 01:23:36 AM
Added the last frame, and made a new upwards whip animation.

What I meant for the last frame was for her arm to be fully stretched, whip attack looks good.

Also, I assume Dmitriis are done right? Don't think they lack anything.

Also, one idea I had, maybe Dmitrii could have the Dead Pirate soul activated at all times, bosses usualy turn around immediately when you go behind them, but there are still situations where you can hit them in the back, though I'm not sure if it's actualy possible to use this soul in MUGEN, bosses versions of Dmitrii could have this too.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 23, 2016, 02:53:58 AM
Yes, I believe boss, menace, and player Dmitrii are done. I think it would be more interesting to stick as many souls in him as possible, so I'm all for it.

Also, in Menace Dmitrii's battle, shouldn't he have regular Guardian souls activated too? Perhaps at all times? Without this or anything to particularly up the ante, I'm not sure if his second battle will be any harder than the initial one.
Perhaps he could have other attacks which could just have an alternate Menace palette, like throwing two or three Unes at once, at verying ranges.

Edit~

Fixed the final outstretched arm.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 24, 2016, 01:06:08 PM
Also, in Menace Dmitrii's battle, shouldn't he have regular Guardian souls activated too? Perhaps at all times? Without this or anything to particularly up the ante, I'm not sure if his second battle will be any harder than the initial one.

Perhaps he could have other attacks which could just have an alternate Menace palette, like throwing two or three Unes at once, at verying ranges.[/quote]

Dmitrii is a slow boss who puts pressure by using keep away moves, those being projectiles or Guardians, Menace Dmitrii is pretty much the opposite, he'd be closer to Richter or Albus, don't think he'd need a Guardian soul to be threatening, if he ends up sucking, just buff something from his current moveset later, after all, there was a time that boss Richter was a wimp, now he's... This.

Anyway, Menace Dmitrii could have ways to counter a backdash, maybe with Iron Golem + White Dragon/Bloody hands it could have longer active hitboxes, which would force the player to jump to avoid him, Guillotine + Warg could track the player, and be avoided by backdashing at Dmitrii's direction, and with the throwing that gigantic axe, he could have a decent option to anti air, then there's also Legion + Gergoth... Basicaly, he'd be a boss you'd need to jump more to avoid his shit, he could have Black Panther to be able to get close enough to use those attacks, they also could have noticeable recovery, for melee characters to be able to do their thing, and different starting animations for attacks, so the player can react properly.

He honestly wouldn't need to summon Legion zombies with this moveset, the way I'm imagining this fight, you'd need to see what he's going to use and then chose the right attack to avoid his shit, which can be hard.

Quote
Fixed the final outstretched arm.

The arm needs to be bigger, because the stretched arm is shorter than the non stretched one.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 24, 2016, 05:16:26 PM
If the first stage of the Menace fight is already slated, does this mean that Menace itself doesn't need much of an adaptation? Dmitrii has to be fought before Menace, without any HP recharges.

Anyhow, Rusty's arm is slightly longer now.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 24, 2016, 06:37:04 PM
If the first stage of the Menace fight is already slated, does this mean that Menace itself doesn't need much of an adaptation? Dmitrii has to be fought before Menace, without any HP recharges.

Menace will need adaptations in some way, since The Abyss doesn't have platforms (Unless those jelly-like platforms from HD are used), he also probably would need to have an AI like Gergoth's or Great Armor's so the player can have ways to avoid being cornered without having to jump over him.

Menace Dmitrii + Menace, I don't think Menace himself will need to become weaker, it's very possible to make a boss with big HP be beatable, I mean, we have Dracula, who has 4 forms, and Death who puts a lot of pressure with his scythes and has pretty big HP, and also Brauner and Orlok who can generaly make you take hits sooner or later. If, let's say, Menace Dmitrii has 1700HP, while Menace has 9000, it could still be possible to beat them, it would probably be better to make them be possible to beat without taking hits though, specialy since Menace is a boss who hits hard.

Quote
Anyhow, Rusty's arm is slightly longer now.

Looks good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 24, 2016, 07:27:29 PM
If there's no other way, adding the jelly platforms would be a good idea, even if it's only going to be boss-specific. I'm not sure if floors cold be added, but it would most likely be an even better idea, perhaps placed so that a super jump is needed to reach the platform.

So, I guess Rusty is completed?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 24, 2016, 08:19:34 PM
So, I guess Rusty is completed?

Only thing she lacks is the pose for when the item crash/invincible mode are used, the charge pose could be either her standing pose or up pose, so no need to make new sprites for that.

Then again, she never had a pose for those two when they were activated, they just activated immediately, so once their charge are over, she could move normaly immediately after, this option could be better both for making her stronger and more unique.

Anyway, is this how Killer Ronald's moveset should be?

Normals: Knife stab, cleaver slash

Sub weapons: Poison darts, explosive ballons (A version goes only upwards, C versions goes up-forward), bottle of acid (That one could stick to the opponent doing damage, instead of being a holy water clone)

f,f attack: Invincible dash in attack, maybe the animation could be a dash and stab with the knife.

qcf attack: A special input version of his cleaver slash, no backdash cancel, but faster recovery and high damage, air version would make him fall faster like Montano's air qcf attack.

up,qcf attack: Could be the chainsaw juggling I suggested, he could stay still, juggling with the chainsaws while you mash the button, could waste somewhat high ammount of MP and be backdash cancelable, would be a more made to be only an anti air, with more damage potential than the ballons.

b,d,f attack: Could be that gun, if I'm not wrong, that's a machine gun right? He could do a fixed ammount of shots, not chargeable or backdash cancelable, would be a purely zoning tool.

Item Crash: Basicaly, Alucard's Shield Rod + Dark Shield

(http://vignette1.wikia.nocookie.net/castlevania/images/8/8c/Dark-Shield.gif/revision/latest?cb=20140404023658)

Perhaps it could do Dark type of damage, and Ronald could move while it's activated.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 24, 2016, 08:45:28 PM
That's exactly his moveset. Actually, preferably the gore should come out of his mouth, instead of the ground. Otherwise everything's exact.

Added Chainsaw into KRonald's spritesheet.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 24, 2016, 09:36:10 PM
That chainsaw is pretty small though, is it supposed to be one of those small ones?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 25, 2016, 12:24:43 AM
I was targeting it to be more of a handheld chainsaw, but I added a larger one if it could be changed, maybe through shot upgrades.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on April 25, 2016, 12:42:07 AM
I was targeting it to be more of a handheld chainsaw, but I added a larger one if it could be changed, maybe through shot upgrades.

If shot upgrades were to affect it, they could make Ronald throw more chainsaws instead, but upgrading the chainsaw juggling would probably devalue the ballons, and to make them useful they'd have to get buffs and whatnot, would basicaly make something too complicated to make both useful, and not needed, better leave the chaisaws without being affected.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on April 25, 2016, 02:04:22 AM
Oh, forgot to put the updated spritesheet on the last post.

EDIT~

Added animation sections to clarify the animations. Organized them by how one would need to dodge them (jump, move, etc.)

Further EDIT~

So, I assume Dmitrii, Killer Ronald, and Rusty are all done?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on May 08, 2016, 01:28:24 PM
So, I assume Dmitrii, Killer Ronald, and Rusty are all done?

Almost, you need to make the bottle of acid for Ronald, and an animation for him throing the chainsaws upwards, and I think he'd need to eat whatever is in that package to activate the Devil soul-like mode.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on May 09, 2016, 02:02:47 PM
Holy fuck,killer ronald item crash sprite is really creepy lol
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on May 10, 2016, 12:36:24 AM
Added Acid Bottle, new chainsaw throwing animation, and an eating animation for Killer Ronald.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Malphas on May 10, 2016, 01:12:56 AM
Bit off topic but why not add some of killer clown's abilities to Evil devil Ron?
He's pennywise tier at this point, nicely done.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on May 10, 2016, 01:21:39 AM
Added Acid Bottle, new chainsaw throwing animation, and an eating animation for Killer Ronald.

The way I see him throwing the chainsaw would be him his arm, starting low, then going upwards, to throw directly above him, then when the chainsaw falls, he uses the other arm to pick it up, basicaly look like how a clown juggles balls, but with chainsaws instead, lol, the arm movement where his arm starts upwards then goes forward doesn't really work with juggling, at least not aestheticaly-wise.

Bit off topic but why not add some of killer clown's abilities to Evil devil Ron?
He's pennywise tier at this point, nicely done.

The problem is that it would give him a third zoning tool, the poison dart would already be the sub weapon, and the gun would be a special input.

I did suggest months ago to give Regular Ronald the Killer Clown soul, but thinking about it's, it's exactly like a generic dagger, the poison dart is a more unique thing at this point since the poison status is pretty rare now.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on May 10, 2016, 10:33:50 PM
Fixed the juggling animation. I assume it's only going to be a standing move? It doesn't seem practical in the game or in real life, with juggling in midair nearly impossible to achieve...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on May 24, 2016, 10:10:38 PM
I think I may need to create an entirely new thread for authorized completed material only; A huge problem is looking through all of these pages, and I have my preferences set to 50 per page...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 02, 2016, 11:18:35 PM
So, for the new McDonald's stage, do I have authorization to put members' profile pictures as posters on the walls? It could be a kind of Easter Egg or something, as this stage is a joke stage, so...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 04, 2016, 03:04:12 AM
So, for the new McDonald's stage, do I have authorization to put members' profile pictures as posters on the walls? It could be a kind of Easter Egg or something, as this stage is a joke stage, so...

Fine by me.

Would it be going too far to put the profile pictures of previously active members, and put them in a "Missing" poster? lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on June 04, 2016, 03:59:10 AM
I wonder, does anyone else still have animated avatars? That could pose a problem since they're supposed to be posters.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 04, 2016, 04:04:44 AM
I guess a single frame could be taken. I've actually tried to do something like this before, with a group picture - sort of thing

I guess everything would be redrawn in SOTN style anyway, unless this stage is just an amalgamation of randomness.

Also, I assume the stage also needs layers? I'm pretty sure every stage already has layers already. This...will take a very long time. ( I guess I needed this anyway, bringing down the post count so I don't look like a hotshot rookie. I've been here for two years and, on the page info, I apparently have a lot of 'spam' posts for a relatively new member...)

EDIT~

Actually, the portraits would be too large and too many, so...Could I replace them with Ronald pictures and, if possible, create an entirely new stage? Based on credits or such. However, there should be some sort of criteria to say who gets included or not, with posts, respect, date of origin, and such. Otherwise, making all of the pictures would be torture, to put it lightly.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 04, 2016, 02:18:48 PM
I guess everything would be redrawn in SOTN style anyway, unless this stage is just an amalgamation of randomness.

That would look better

Quote
EDIT~

Actually, the portraits would be too large and too many, so...Could I replace them with Ronald pictures and, if possible, create an entirely new stage? Based on credits or such. However, there should be some sort of criteria to say who gets included or not, with posts, respect, date of origin, and such. Otherwise, making all of the pictures would be torture, to put it lightly.

The portraits don't need to be large, just recognizable, it doesn't have to be something everyone recognizes right away, just a random easter egg.

I edited my avatar picture here, and the size I put makes it recognizable, but still small:

(http://i.imgur.com/ojFnmQh.png)

And we don't have a lot of active members in here, so the wall wouldn't be overfilled with pictures, at most around 20, I think, and I'm counting the previously active members, and if the stage is supposed to have the same size as Dark Chapel, then there won't really be lack of space issues.

If we're going to put criteria on who gets included, just make it so whoever helped out enough, things like sprite making, or musics and whatnot, so just put the portrait of whoever is in the credits I guess lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on June 04, 2016, 03:58:18 PM
If these portraits are going to be big enough to have readable text under them, Serio's portrait needs a special frame that says "Employee of the Month", lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 04, 2016, 04:14:15 PM
I was meaning to have the portraits big enough to be highly recognizable, for instance, a SOTN style, top-half of Gabriel Belmont that would be proportionate to all of the playable characters. Maybe serio's portrait could be the actual one.

I really this would be better if it were a new stage, though, because at that point we'd be mixing McDonald's with CvBla.

In addition, are you guys sure it's okay if I keep posting on this thread? It's the second or third most agglomerated thread after General Suggestions, and again, I don't want to appear as someone who just came in and changed everything, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on June 04, 2016, 04:22:33 PM
Considering that you seem to be pretty receptive towards feedback, I guess it's okay.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 05, 2016, 12:22:55 AM
Also, as I forgot to post this, could everyone post a "full version" of their character portrait? It would be hard to make a proper picture without a full-body rendition.

Or, to circumvent this we could simply draw all of the portaits in a similar style, but that would most likely be very hard to do. I've started rasgar's profile picture and tried to remake and pose it, but I haven't really gotten far.

EDIT~

This is how it would look if I just took the pictures as they are right now. Surprisingly, it looks decent. (I had to change my picture because the head was too big, but that can be hopefully overlooked.) Also I couldn't do CyberDragon's picture because of the way it was shaped.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on June 05, 2016, 11:54:55 AM
Reminds me Jazz could be an excellent character in this game considering he has a shooting-or-physical bird familiar, awesome speed, hovering ability, upward strike, speed dash, stomp, 10 weapons and 4 elemental shield+shooting powerups. Might be broken as fuck.

So you still need a hi-res picture FinnishFlame?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 05, 2016, 02:12:39 PM
If these portraits are going to be big enough to have readable text under them, Serio's portrait needs a special frame that says "Employee of the Month", lol.

Serio's portrait should be the biggest one so it's easier to notice it.

Quote
I really this would be better if it were a new stage, though, because at that point we'd be mixing McDonald's with CvBla.

Well, if it were like that, all the members with portraits would be the employes on it with Serio as the boss, I guess the other mods could be managers or whatever, so their pictures could be bigger too.

Oh well, if the Ronald's stage idea is scrapped, maybe the stage could basicaly be the forum itself I guess, would be fitting.

Quote
In addition, are you guys sure it's okay if I keep posting on this thread? It's the second or third most agglomerated thread after General Suggestions, and again, I don't want to appear as someone who just came in and changed everything, lol.

If that were an actual problem, then Serio would simply refuse your ideas.

Not like other people will mind too, since all you're doing is increasing the game's content, who would complain about that? Lol. Unless they hate Killer Ronald, but we had regular Ronald here since way before.

Also, as I forgot to post this, could everyone post a "full version" of their character portrait? It would be hard to make a proper picture without a full-body rendition.

Mine doesn't have a full body version though, it's just a print from a cutscene:

(click to show/hide)

Quote
Or, to circumvent this we could simply draw all of the portaits in a similar style, but that would most likely be very hard to do. I've started rasgar's profile picture and tried to remake and pose it, but I haven't really gotten far.

EDIT~

This is how it would look if I just took the pictures as they are right now. Surprisingly, it looks decent. (I had to change my picture because the head was too big, but that can be hopefully overlooked.) Also I couldn't do CyberDragon's picture because of the way it was shaped.

As I suggested above, Serio's protraits and the mods could just be the bigger ones.

Perhaps a way to make it "simpler" would be by making the portraits be sprites? Though that way making portraits bigger wouldn't really work, so I guess Serio's could be at the top.

Reminds me Jazz could be an excellent character in this game considering he has a shooting-or-physical bird familiar, awesome speed, hovering ability, upward strike, speed dash, stomp, 10 weapons and 4 elemental shield+shooting powerups. Might be broken as fuck.

Who's this character?

And, a character is only really broken if you make them be, Crissaegrim for example, was broken as hell in SotN, and then it was underwhelming until HD, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on June 05, 2016, 03:06:35 PM
Quote
Not like other people will mind too, since all you're doing is increasing the game's content, who would complain about that? Lol. Unless they hate Killer Ronald, but we had regular Ronald here since way before.

Well to be fair if i recall those on the forums when ronald was released kind of protested like: what is this (see FAQ)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on June 05, 2016, 03:26:45 PM
that's why serio had to store all the non-CV characters/bosses in a separate file.


Who's this character?

And, a character is only really broken if you make them be, Crissaegrim for example, was broken as hell in SotN, and then it was underwhelming until HD, lol.


Jazz from Epic Games' Jazz Jackrabbit - aka the rabbit in my avatar. Hi-speed 2D oldschool PC game from the late 90's.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 05, 2016, 04:48:37 PM
Actually, a higher resolution would help with making sprites of the portraits in the first place. It would still be doable. If the resolution is low, then I'd most likely miss some details.

On the other hand, I've looked at McDonald's interiors and I seem to have run out of things to put in a McDonald's. It's about the size of lookout point, and that was warned against. Plus, the color scheme is a bit off, and I only have one layer as of now.

[attach=1]

But how would a forum stage be modeled? We already have the portraits.

EDIT~

Preliminary forum stage.

Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 06, 2016, 12:13:20 AM
Well to be fair if i recall those on the forums when ronald was released kind of protested like: what is this (see FAQ)

The point isn't whether or not people liked it, the point is that with or without FinnishFlame here, CVF would have a silly character regardless.

On the other hand, I've looked at McDonald's interiors and I seem to have run out of things to put in a McDonald's. It's about the size of lookout point, and that was warned against. Plus, the color scheme is a bit off, and I only have one layer as of now.

It could just be one big restaurant, you could also put things like the costumer tables or whatever to make it bigger while not making it empty.

The ceiling could be higher too, just to not make it have a ceiling which is too small.

Final Fight 3 has a restaurant stage, so it could be used as reference to how it can look:

(click to show/hide)

20:51 until 24:13 to see it's entirety.

Quote
But how would a forum stage be modeled? We already have the portraits.

EDIT~

Preliminary forum stage.

It could have things like computers around, and maybe a more gothic look to it, and some people worshiping Serio's portrait.

The portraits themselves could be smaller too, or just some above others, no need to cover the entire room, specialy since new members who can do something important can still show up, and there are other older members who also helped in the past, just aren't active here nowadays, like MarcDW/UZO, or Undead, or W0onza (Though he didn't have a profile picture), or dlol, or or any of the mods, there's also Dracula9 who started to come back here lately.

The forum stage sounds more like a hall of fame now that I think about it lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 06, 2016, 12:38:50 AM
If the stage is to be animated (ie. People worshipping serio's portrait, or candles burning) would it need frames, or just sprites? Also, I'm assuming that this particular stage won't need layers, as the forum is, after all, 2d.

Also, with CyberDragon's profile picture, I guess I'll have to use a different image, as the current one is hard to fit in the portrait.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Zufeng on June 06, 2016, 04:48:27 AM
The Forum stage is simply marvelous must i say.
Oh yeah,and i think serio portrait need to moved to the left a bit,so he is on the center
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 06, 2016, 03:31:45 PM
Made the portraits smaller, and added/changed some stuff. I wouldn't want to add a background, as I would assume a stage like this would most likely be plain.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on June 07, 2016, 12:41:45 AM
i dunno about that portrait thing, it might be taken as some sort of narcissism. lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 07, 2016, 05:10:00 PM
i dunno about that portrait thing, it might be taken as some sort of narcissism. lol.

Then it could just make your portrait smaller, and put IGA's as the "worshipped" one in there instead, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 07, 2016, 06:18:20 PM
serio's portrait is smaller, and IGA is now the center of attention.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 07, 2016, 10:15:02 PM
serio's portrait is smaller, and IGA is now the center of attention.

Again, I think the portraits could be one above the other to have a second row, to be better to put other members on the stage, the stage's ceiling could be higher so that looks better.

One thing I thought could be to use the stage itself for possible foreshadowings of next characters or whatever, but I guess now that I said it, it'd be too obvious, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 07, 2016, 11:39:27 PM
Foreshadowing for future characters? I guess that could be arranged. Would characters just be put there? And kind of cameoed?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on June 08, 2016, 01:50:27 AM
Problem is only Serio knows for sure who'll be the next character added into the game.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 08, 2016, 01:52:40 AM
I guess I could put all of the characters I've sprited in there, but I won't know who else is being queued.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 08, 2016, 04:02:05 AM
I guess I could put all of the characters I've sprited in there, but I won't know who else is being queued.

Nah, I meant Serio himself changing the stage so it could have said hints.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on June 08, 2016, 05:50:36 PM
Most wondering though how the pictures would look like in-game - who plays the game here at full screen resolution? (I do)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 10, 2016, 11:44:58 PM
Preliminary spritesheet for Gaibon and Slogra.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 11, 2016, 02:18:25 AM
Preliminary spritesheet for Gaibon and Slogra.

What's that downwards spear attack for? Is it supposed to work like a divekick without the forward version?

The shockwave attack could have a down-forward version too.

Also, since Gaibon will be immortal, I guess you'd have to manualy activate his red mode, could just be a down+Y.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 11, 2016, 04:57:58 AM
The downwards attack was meant to be something like a downwards whip attack, but I guess it could also be used as a divekick if needed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 11, 2016, 04:01:41 PM
The downwards attack was meant to be something like a downwards whip attack, but I guess it could also be used as a divekick if needed.

To be fair, a down attack like that is useless, if you plays with CV4 Simon you'll notice that even the down-forward version has a small ammount of uses, but a directly down attack is pretty useless, maybe not on VS though, but it looks like even in that it'd have more limited uses.

I think it could work like a divekick, but doing the same ammount of damage a normal would make, that way it could have some uses offensively, like against Balore, basicaly like how that air attack from Shovel Knight works, only Slogra would be able to use it only once like a divekick.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: VladCT on June 11, 2016, 04:51:46 PM
If the downward attack is going to be used as a divekick-esque attack, I think the legs should be pulled up a bit, kinda like this for example:
[attachimg=1]
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 12, 2016, 04:35:25 AM
Added down-forward version of Shockwave, and deleted extra, non-needed frames. Added Jumping/Crouching versions of all of Slogra's attacks, and pulled up the legs in the divekick.

Also, I gave Slogra a sort of generic gliding dash. I think it seems like a fitting move, with Slogra being Death's servant, and a demonic entity and all.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 12, 2016, 02:23:19 PM
Added down-forward version of Shockwave, and deleted extra, non-needed frames. Added Jumping/Crouching versions of all of Slogra's attacks, and pulled up the legs in the divekick.

Also, I gave Slogra a sort of generic gliding dash. I think it seems like a fitting move, with Slogra being Death's servant, and a demonic entity and all.

During that downwards attack, his "elbow talon" disapears.

His spear throw could use one more frame with his arm being forward.

Also, for his item crash (Which againl just just use the animation of his normal), he could have a yellow trail at the tip of his spear, it's how his axe looked in CoD. The item crash itself could do smal but damaging unique element explosions.

I think Slogra only really lacks a backdash and a running animation now, you could also make gifs for some animations so we can see how they look.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 12, 2016, 06:30:58 PM
Sorry about my phrasing in the last post. I meant to say, "what if we gave slogra a gliding dash", as in running animation. A ground-running animation wouldn't be all too different from what his walking animation is.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 13, 2016, 02:55:31 PM
Sorry about my phrasing in the last post. I meant to say, "what if we gave slogra a gliding dash", as in running animation. A ground-running animation wouldn't be all too different from what his walking animation is.

But C normal is supposed to make Slogra use Gaibon to attack, so it'd be weird for Gaibon to suddenly stop carrying Slogra and to attack while Slogra is being carried by nothing.

Just use his CoD running animation, after all, it's the only one he ever had, it's pretty different from his walking animation too.

Edit: Also, about the walking animation, there are some black areas which show up on the top of his left thigh, and on the middle of his right thigh, also, when his left left is moving backwards, it looks like his left is about to fall off.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on June 13, 2016, 04:51:22 PM
slogra's legs get really thin when he crouches down.

i also did a crouching and jump anims for him long ago.

[attachimg=1][attachimg=2][attachimg=3]

[attachimg=4][attachimg=5][attachimg=6]

[attachimg=7]
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 13, 2016, 07:12:44 PM
Edit: Also, about the walking animation, there are some black areas which show up on the top of his left thigh, and on the middle of his right thigh, also, when his left [leg] is moving backwards, it looks like his [leg] is about to fall off.

I've fixed the 'leg looking like it's falling off' issue, but I can't see the black areas though.

Here's the result of the progress I've gotten so far:
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 13, 2016, 08:52:58 PM
I've fixed the 'leg looking like it's falling off' issue, but I can't see the black areas though.

It's easier to notice the issues if the gif is on a white background.

Also, on frames 8 and 9, his whole right leg moves more forward than it should, like it's almost detaching itself from his body.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 14, 2016, 06:04:00 PM
Added running animation, backdash, readded red spear frames.
Fixed black spots, right leg issue.
Replaced crouching sprites with better ones.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 14, 2016, 09:47:02 PM
Added running animation, backdash, readded red spear frames.
Fixed black spots, right leg issue.
Replaced crouching sprites with better ones.

His running animation, it looks like it could use an extra frame, because between his standing frame, and the first running frame, it looks like a big part of the animation was skipped.

The last frame of the spear throw, it looks like Slogra broke his neck, in any other frames it's circular, but on the last frame it's an edge, the frame before that would need to be changed too so they match, I also think Slogra's arm on the last frame could be lower to look better.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 15, 2016, 04:58:59 PM
Added extra frame to running animation (at the end)
Fixed Slogra's neck and arm.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 16, 2016, 03:50:40 AM
Added extra frame to running animation (at the end)
Fixed Slogra's neck and arm.

That frame would be better being the first frame, so just move it there.

The sub weapon throw, Slogra's arm suddenly larger on the last frame.

Also, the last two frames of the sub weapon and the first frame of his downward attack lack his "elbow talow", it's that pointy thing in his elbow.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 16, 2016, 06:16:27 PM
Switched the order of the running sequence.
Made Slogra's arm smaller, resized the arm in the second-to-last frame.
Added the elbow talon.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 17, 2016, 02:22:50 PM
Switched the order of the running sequence.
Made Slogra's arm smaller, resized the arm in the second-to-last frame.
Added the elbow talon.

Looks good.

I guess the only think lacking is the yellow trail for the tip of the spear for the item crash and they'll be good to go.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 19, 2016, 01:27:28 AM
Added the yellow trail, but it might be a bit short.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 19, 2016, 03:27:10 AM
Added the yellow trail, but it might be a bit short.

The way the trail worked in CoD is basicaly like a yellow orb on the tip of his axe, and the trail it leaves is like the one Soma and Alucard leave when they do anything.

Then again, his attack animation has much less frames, so that probably wouldn't work well... Intead you can just make the yellow explosions at the tip of his spear, perhaps the explosion itself having more or less the size of Shanoa's Grando would be good enough to hit even bosses or players who are too close.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on June 19, 2016, 03:40:48 AM
Apologies, but I cannot seem to grasp what you meant in your last post. Is there an orb on the end of the spear or an explosion? How would the explosion move?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on June 19, 2016, 03:53:10 AM
Apologies, but I cannot seem to grasp what you meant in your last post. Is there an orb on the end of the spear or an explosion? How would the explosion move?

An orb at the tip of the spear when Slogra uses the item crash, and for the "explosion" itself, the orb could just expand a bit at every hit, then contract after said hit
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on July 11, 2016, 10:51:19 PM
Created a preliminary animation. I'm not sure if this is enough.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on July 12, 2016, 02:07:34 AM
The "explosion" could be bigger to be more noticeable, with the way it's going to work, it's going to do pretty high damage, so a bigger "explosion" would give more emphasis to it.

Speaking of which, I think the item crash could do the same ammount of hits the grab does in CoD, if I remember correctly, it hit 5 (Not counting the initial hit when he grabs and the last one when he throws the character on the ground, just the "explosions").
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on July 14, 2016, 06:06:32 PM
Second Draft.

On the first frames you can notice that Slogra already has the mini "explosions" happening, they should only start after he stabs, he won't be repeating the attack animation, he'll stand still while doing the damage.

Also, I checked CoD, Slogra actualy hits 8 times with that attack, and they do pretty high damage, without IDs or armor it each hit did 72 damage (Hector level 99 in crazy mode), with some armor it went down to 62, and with better armor, 59 (It could probably become lower, but I don't waste my time trying to get deffensive armor in metroidvanias), in CVF, I think it could have a first hit doing physical damage, then each hit caused by the explosions doing around 70 unique damage would be fine, specialy since the attack can be upgraded so each hit does 1 more damage, sounds overpowered, in some cases it might be, but it'd be the most up close item crash in the game, so it'd need damage, specialy considering we have characters with really damaging item crashes (Like Julius' Grand Cross, or anything Hanz has), Slogra could also be able to use it while flying, and could also have enough I-frames so he can backdash afterwards if used on the ground.

As for the "explosion" itself, it could be bigger, again, to have emphasis on the damage it's doing, plus so the player can very clearly see it when it hits.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on July 16, 2016, 01:19:28 AM
Now that I think of it, wouldn't it be much simpler to just use some sprites that are already within the game, or are already within Castlevania in a way? It seems like if I make this animation, the overall feel of it will be too far removed from the rest of the attacking effects, and would just look weird in comparison to all of the other effects anyhow.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on July 16, 2016, 02:23:13 AM
Now that I think of it, wouldn't it be much simpler to just use some sprites that are already within the game, or are already within Castlevania in a way? It seems like if I make this animation, the overall feel of it will be too far removed from the rest of the attacking effects, and would just look weird in comparison to all of the other effects anyhow.

In that case, just use Grando's "explosion" when it hits something, then just make it yellow.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on July 16, 2016, 09:55:12 PM
Added in the new effects. I assume this doesn't need to be animated?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on July 16, 2016, 11:03:58 PM
Added in the new effects. I assume this doesn't need to be animated?

I think it should, to see how it'd look on the spear, starting from the 6th frame would probably be the best choice.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on July 17, 2016, 08:23:53 PM
Completed animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on July 17, 2016, 10:58:24 PM
Completed animation.

I guess that means Slogra is finished? Don't think he lacks anything else.

Hope he can be added within this lifetime, having Gaibon as a permanent and immortal familiar sounds pretty cool.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on July 17, 2016, 11:13:38 PM
Yes, Slogra is finished, or atleast it seems that he is. However, I guess this means that I should go temporarily on a hiatus, as there are multiple characters I have sprited that are not yet featured. I'd kind of desire a break from all of the chaos.

So, here's the status of everything I've made, as far as I've confirmed:

Dario: Accepted by serio
Dmitrii: PMed to serio, not sure if accepted
Rusty: PMed to serio, not sure if accepted
Joke Ronald extra attacks: PMed to serio, not sure if accepted
Killer Ronald: PMed to serio, not sure if accepted
Celia: Awaiting additional sprites
Yoko's crouching attacks: ??
Gaibon/Slogra: Newly Completed
Gallery/Forum Stage: In Progress
McDonald's Stage: In Progress

For about two years, I'm making good time, lol.

Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on July 17, 2016, 11:28:43 PM
Well, it sure will be fun to balance out those characters later (For me at least, dunno how Serio feels everytime I make a suggestion lol), I'll try to make sure everyone is around the S- tier area at least, though that would be against the bosses, I don't know how the meta game for VS works so it's impossible for me to balance it (Not to mention it's much harder to balance PVP in general).

Celia: Awaiting additional sprites

What sprites do you need?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on July 18, 2016, 01:26:59 AM
The only sprites needed for Celia are those remaining enemy sprites; Nobody bothered to rip them.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Miguel on July 18, 2016, 11:01:50 PM
Crossing fingers to Rusty be released.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on October 06, 2016, 05:20:16 PM
Alright, bringing this thread back!
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 06, 2016, 06:06:55 PM
Alright, bringing this thread back!

Graham doing that pose while attacking with a sword looks weird, it's natural when he's doing it while shooting fireballs though, since he's doing something that doesn't need a lot of physical power, but while stabbing, makes him look too relaxed with his "cocky" pose, he should look less relaxed (hand outside of his pocket, head in a lower position, looking forward, stuff like that).

Maybe he could use the stabbing animation he used against Yoko, minus the hand in the pocket:


Would make it be pretty similar to Grant's, though with better range and less damage.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on October 06, 2016, 11:22:32 PM
Graham doing that pose while attacking with a sword looks weird, it's natural when he's doing it while shooting fireballs though, since he's doing something that doesn't need a lot of physical power, but while stabbing, makes him look too relaxed with his "cocky" pose, he should look less relaxed (hand outside of his pocket, head in a lower position, looking forward, stuff like that).

Maybe he could use the stabbing animation he used against Yoko, minus the hand in the pocket:


Would make it be pretty similar to Grant's, though with better range and less damage.

Would it also have a quick animation though?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 07, 2016, 12:32:11 AM
Would it also have a quick animation though?

Well, I wouldn't call Grant's knife stab fast for such a short ranged attack, but I guess Graham's attack having about the same speed would be fine.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on October 07, 2016, 12:47:25 AM
Added some sprites, and changed the attack animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 07, 2016, 01:07:59 AM
Added some sprites, and changed the attack animation.

I think the second frame could have his chest facing forward and his left arm backwards, to show that he's putting some strength into the stab.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on October 09, 2016, 08:24:25 PM
So, this is what I've accumulated of Celia.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 09, 2016, 09:50:16 PM
When she's falling, her dress should move in a more spread way, use RoB Maria as reference.

Either her right knee could be more lifted when she's doing her air attacks, or the left leg could be more lifted, the way she is now, it looks like she's standing on stairs while attacking.

Everything else looks fine.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 23, 2016, 10:58:19 PM
That restaurant's kitchen also looks like a laboratory where horrible experiments are done, nice lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 23, 2016, 11:57:50 PM
Celia's jumping sequence, redone.

Is there another frame to loop after her dress is spread on the last frame? She's falling, so the dress needs to keep moving because of the wind.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 27, 2016, 04:09:40 AM
Updated the Slaughterhouse, maybe that should be the official name for it. Could I put individual animations into the frame? As in moving sprites?

Well, Aqueduct have has those "waterfalls", and Abandoned Village, Snowy Bridge and Top of Clock Tower have snow falling, and when when you could glitch the game into having too much snow, lag didn't seem to happen (Other stuff happened, but it was HP disapearing), so stages can have animations without issue, try to not overdo it just to be sure though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on October 27, 2016, 11:52:28 AM
Well, Aqueduct have has those "waterfalls", and Abandoned Village, Snowy Bridge and Top of Clock Tower have snow falling, and when when you could glitch the game into having too much snow, lag didn't seem to happen (Other stuff happened, but it was HP disapearing), so stages can have animations without issue, try to not overdo it just to be sure though.

Then again, Serio did fix it at some point by changing one line in the config.cfg. Though i'm not sure if the same goes for this in the future...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 27, 2016, 02:14:21 PM
Then again, Serio did fix it at some point by changing one line in the config.cfg. Though i'm not sure if the same goes for this in the future...

I know, I was just saying what happens when there's too much stuff on screen, it's not like the usual bad stages some fighters have which cause lag.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on October 27, 2016, 02:47:59 PM
Added the extra frame of Celia's falling sequence.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on October 27, 2016, 05:50:48 PM
Added the extra frame of Celia's falling sequence.

Would be better for this to be a gif, so we can see the animation looping.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on November 10, 2016, 04:05:02 AM
Made the falling sequence a GIF, added GIF for the Mcslaughterhouse stage.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on November 10, 2016, 04:36:12 AM
Made the falling sequence a GIF, added GIF for the Mcslaughterhouse stage.

I meant making the animation loop at the end, like it happens with Marias or Persephone, just to see how it looks.

That also reminds me that her hair should float while falling too (I actualy forgot that was her hair and thought it was a hoodie for some reason lol).

Slaughterhouse gif looks nice.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on November 10, 2016, 05:27:18 AM
Now that I think about it, I'm not sure Celia's hair really moved at all in DoS. I'll make changes to it nonetheless.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on November 10, 2016, 12:41:35 PM
Now that I think about it, I'm not sure Celia's hair really moved at all in DoS. I'll make changes to it nonetheless.

Sprites besides Soma's are put less effort though, just look at Yoko's lol.

There's little reason for her hair to move in the game though, she only walks, teleports and is crucified on the game, here her hair should move when falling, also during a backdash, maybe, and whatever it'll be her running animation.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Dev Anj on November 12, 2016, 01:05:23 AM
Sprites besides Soma's are put less effort though, just look at Yoko's lol.

Haha, so true. Come to think of it, Dawn of Sorrow's Soma is the most detailed player character sprite from the DS series, you can even see his belt and his pendant swinging when he moves!
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: UBerserker on November 12, 2016, 11:57:03 AM
Holy the mcslaughter stage looks dope, the McDonald squares look unsettling which is good
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on November 30, 2016, 04:22:34 PM
So I decided to record a video of Loi Succubus, trying to print everything from a video probably wouldn't be effective:

(click to show/hide)

0:17, 0:22, 0:44, 0:52, 1:35, 2:26 are the moments where she uses each attack in the best angle, fortunately most were showing her side, so it's easier to adapt to sprites, although, the geen beam, she uses pretty fast everytime, but I think the only difference between this green beam's pose and the purple one, is that she might use both arms for the green one, but she could use the same sprites for both anyway.

In case you need for me to record something again, just ask, not sure if everything is good.

There's also the pose for when she uses the clones at 1:45, but I think it shouldn't be used, I think her clone (Which she'd use as a Y button while flight is up+Y), could just have the same activation as Maxim's, don't think it'd be a good idea for it to have a slow activation (Unless it were to become an alternate item crash, instead of just a Y button).

Sorry for the camera quality, it's the only way I have to record my TV, hopefuly it's good enough for you to use as reference.

Edit: Also, she doesn't have any animation for putting/throwing a rose on the ground, they're summoned randomly during the battle, so a new animation would need to be made.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 04, 2016, 07:54:52 PM
About time to come out of hiatus!

Just to verify, will Succubus will use the same default leg position she was sprited in my preliminary sprite? It looks like DoS Succubus' legs would be a better reference.
Also, aren't Graham's only needed remaining sprites his teleport and his other form?

Again, I actually prefer the SoTN color palette over the LoI one, so it's likely I'll probably sprite in the SoTN color scheme, and then recolor it or something, and use the two as separate skins.

EDIT~

Also, about Succubus' intro, are we going to have her chained up like in SoTN or disguised as someone else, like DoS?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 04, 2016, 10:36:10 PM
Just to verify, will Succubus will use the same default leg position she was sprited in my preliminary sprite? It looks like DoS Succubus' legs would be a better reference.

Hum... I checked the older posts here and it seems that the problem with using DoS Succubus' legs is that her legs would be facing forward while her upper body would be facing the camera a bit.

Then again I was probably being too picky, so go ahead and use it, I think the one from this post is the best one: http://serio.piiym.net/cvbla/board/index.php?topic=1383.msg13640#msg13640

Quote
Also, aren't Graham's only needed remaining sprites his teleport and his other form?

For boss Graham, yeah, as far as spriting goes he doesn't have much, just attack, teleport, transform, and second phase hand attack.

I did suggest for his other form to have that spinning dark inferno, but new sprites wouldn't be needed for it.

If we use the same teleport he used, then it wouldn't be that hard, just make a white pilar of light with her outlines, and when he uses it he's just doing his default pose, but covered in white.

I'd advice to use SotN Dracula's final battle sprites for size reference when making Graham's second phase, from what it looks like Graham is about as large as Dracula was (Or maybe just a bit less), but he's taller.

I guess you can use stages themselves for reference for how tall Graham should be, use the stages with lower ceilings like Ecclesia's, and make him have like, 60% of it's height?

Quote
Again, I actually prefer the SoTN color palette over the LoI one, so it's likely I'll probably sprite in the SoTN color scheme, and then recolor it or something, and use the two as separate skins.

That's fine.

Are the poses on the video good enough to be used as reference?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 04, 2016, 10:54:27 PM
The poses are fine, I'll make do with them.

EDIT~

Preliminary sprites for Succubus. I used the stance from SoTN instead, it looked more natural.

Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 05, 2016, 12:50:35 AM
The poses are fine, I'll make do with them.

EDIT~

Preliminary sprites for Succubus. I used the stance from SoTN instead, it looked more natural.

The floating one would need to show both wings, DoS Succubus were fine showing just one because they were fully facing forward, but since this one is facing the camera, both wings needs to show up, Shanoa can be a good reference for this since she similarly faces the camera when flying.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 05, 2016, 03:24:20 AM
Added the second wing for that stance. Shifted the standing pose, added prelim backdash and midair death pose.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 05, 2016, 03:57:13 AM
Added the second wing for that stance. Shifted the standing pose, added prelim backdash and midair death pose.

Now that I noticed, her left boot lacks heels on the first frame, second one as well.

On the third frame, I just noticed that you can only see one leg, she's facing the camera slightly, so the right leg could be visible, by being a bit ahead of the left one.

By the way, are you planning to make her walk or fly on the walking animation?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 05, 2016, 05:13:53 AM
Flying certainly seems easier, but it's likely she'd just kind of 'glide' on the ground, barely flapping her wings, and then fly when running. I don't recall any Succubi walking in the Castlevania games I've played.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on December 05, 2016, 08:24:16 AM
Quote
Also, about Succubus' intro, are we going to have her chained up like in SoTN or disguised as someone else, like DoS?

Sorry for the late reply, but according to the thread of cutscene animations, it's only mentioned that she will have a beckoning animation or something.

http://serio.piiym.net/cvbla/board/index.php?topic=702.0

Did Serio say that the animations can be character based? So the disguise scene could be used for Alucard and Soma, while the simple beckoning animation for others (except frog).

Quote
Flying certainly seems easier, but it's likely she'd just kind of 'glide' on the ground, barely flapping her wings, and then fly when running. I don't recall any Succubi walking in the Castlevania games I've played.

That's actually true, but their wings kind of move a bit, in some games slightly more than others, but the barely flapping could work in this case, heck even the werebat this succubus was based on didn't walk.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 05, 2016, 01:01:42 PM
Sorry for the late reply, but according to the thread of cutscene animations, it's only mentioned that she will have a beckoning animation or something.

http://serio.piiym.net/cvbla/board/index.php?topic=702.0

Did Serio say that the animations can be character based? So the disguise scene could be used for Alucard and Soma, while the simple beckoning animation for others (except frog).

MUGEN allows character specific intros, and the pre-fight dialogue is a modified intro, so yeah, that can be done.

There was also a discussion about how many intros Succubus can have here:

http://serio.piiym.net/cvbla/board/index.php?topic=1167.0

There's a 5 characters portrait limit per character, if SotN Succubus were to be disguised as someone else, then she could just use a player portrait with the disguise, problem is having to create all of those sprites and portraits for every single character, so I think it'd be better for her to just try to disguise herself as a hot endangered female to try to seduce the males and Shanoa, and just beckon if the player is a monster, a female, a kid or frog.

At most I can see characters who a succubus tried to fool at some point receive special treatment, those would be Alucard, Soma and Leon, and maybe Richter (A succubus didn't try to fool him with a disguise of a loved one, Laura did in DXC, which is why he's on "maybe").
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on December 05, 2016, 02:41:10 PM
As fas as I've also heard, in one of the pachislot games trevor was also to be tricked by a succubus, so maybe that can be done as well IF he gets added in this life...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 05, 2016, 02:46:57 PM
I'm fairly sure the disguise could be done with all males and Shanoa, as they could likely figure out, "Oh hey, there's a maiden in distress with no scars anywhere, this is too perfect to be true" or something. I'm pretty sure Dmitrii did something like that in his story.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on December 05, 2016, 02:54:11 PM
I'm fairly sure the disguise could be done with all males and Shanoa, as they could likely figure out, "Oh hey, there's a maiden in distress with no scars anywhere, this is too perfect to be true" or something. I'm pretty sure Dmitrii did something like that in his story.

Not sure if that would be Shanoa's reaction lol, but that could work, as long as the choice of words fits each character.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 05, 2016, 03:21:57 PM
As fas as I've also heard, in one of the pachislot games trevor was also to be tricked by a succubus, so maybe that can be done as well IF he gets added in this life...

What I meant was the succubus trying to fool the character with a loved one, which are Alucard and his mother, Soma and Mina (Then Yoko in DoS for some reason), Leon and Sara, Richter and Annette, if the succubus in the pachislot tried to fool Trevor with Sypha or whoever the hell that other girl is, then yeah, could be used.

Cyber could at least say how much of Trevor's movelist is done, arguably the hardest part are his whip strikes and the multi kicks.

Then again, now that I think of it, I did suggest for Serio to change Nathan's qcf attack to make Nathan stay close to the opponent for the second kick to hit on the first kick hits, Trevor has a similar move, which could be adapted like this...

I'm fairly sure the disguise could be done with all males and Shanoa, as they could likely figure out, "Oh hey, there's a maiden in distress with no scars anywhere, this is too perfect to be true" or something. I'm pretty sure Dmitrii did something like that in his story.

In the story you wrote the succubus was without the disguise.

The way her disguise can come undone can vary in some cases, like Hammer refusing her advances because of Yoko, which could make the succubus frustrated, lol.

Not sure if that would be Shanoa's reaction lol, but that could work, as long as the choice of words fits each character.

Shanoa would need to have a bit different reaction than the usual, in OoE she saves those villagers, and most of them are oddballs, so it would make sense for her to take longer to suspect the succubus, lol, she could suspect in the end because the succubus' mannerism could remind her of the other monsters she fought in OoE.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 05, 2016, 03:33:16 PM
What I meant was the succubus trying to fool the character with a loved one, which are Alucard and his mother

His mother? I'm fairly sure Succubi are meant to seduce, not take on the form of a loved one in general, lol. Would the 'seduction' sprites need to be made, or would we keep the original ones? Yoko's sprites had a new set in DoS, so it's plausible.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 05, 2016, 03:58:29 PM
His mother? I'm fairly sure Succubi are meant to seduce, not take on the form of a loved one in general, lol. Would the 'seduction' sprites need to be made, or would we keep the original ones? Yoko's sprites had a new set in DoS, so it's plausible.

Yeah, usualy Succubi seduce, but shit can be changed in media, Dracula himself in CV acts more like a generic demon lord than an actual vampire lol.

"Seduction" sprites could be done for the generic damsel in distress disguise she tries to take form, for Alucard's mother, Mina, Sara and Annette could be more of them being rescued, for the other characters she could just be there on her normal form.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on December 05, 2016, 04:30:26 PM
Quote
Yeah, usualy Succubi seduce, but shit can be changed in media, Dracula himself in CV acts more like a generic demon lord than an actual vampire lol.

"Seduction" sprites could be done for the generic damsel in distress disguise she tries to take form, for Alucard's mother, Mina, Sara and Annette could be more of them being rescued, for the other characters she could just be there on her normal form.

Or you could just sprite succubus as herself just without wings and normal human-looking (?) clothes.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 05, 2016, 04:35:31 PM
Or you could just sprite succubus as herself just without wings and normal human-looking (?) clothes.

Could work too.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 05, 2016, 06:00:26 PM
I'll probably just sprite new poses for character specific interactions, such as Soma and Leon, and then keep the Succubus-in-normal-clothes for generic interactions, like for Hammer and Shanoa. Others will likely experience the Succubus without a disguise.

Now that i think about it, there could be an inside joke here, for instance, what would both versions of Ronald see?

Also, I'll have to change Dmitrii's story to include the Succubus in Disguise aspect.

EDIT~

I'm also wondering, how long before his release was Grant submitted? I'm probably being impatient but I'd like to have an estimation of how long it takes for a character to be added. Then again, though, looking back my sprites had a lot of problems so they're probably in the process of being fixed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 05, 2016, 06:49:21 PM
I'll probably just sprite new poses for character specific interactions, such as Soma and Leon, and then keep the Succubus-in-normal-clothes for generic interactions, like for Hammer and Shanoa. Others will likely experience the Succubus without a disguise.

Now that i think about it, there could be an inside joke here, for instance, what would both versions of Ronald see?

Yeah, internal jokes are fine, it's actualy why I suggested for Shanoa to be the only female Succubus would try to seduce, simply because in OoE characters and monsters are attracted towards her, Succubus would just be another on the list.

Quote
I'm also wondering, how long before his release was Grant submitted? I'm probably being impatient but I'd like to have an estimation of how long it takes for a character to be added. Then again, though, looking back my sprites had a lot of problems so they're probably in the process of being fixed.

When Serio said that Daeron quit working on Grant it was July 24th 2015, though he was almost finished, soon after Donoffrio picked him up, then Grant was added in May 8th 2016 in the 0.6.18 patch.

Basicaly, it takes a while, lol, and you made sprites for 5 new characters and finished the rest of Joke Ronald's moveset, hell if anything, Serio trying to implement all of them might be a reason he isn't showing up as much.

There's also the possibility that the next release is actualy the 0.7 beta, in which case not only the characters you made might be included, but new bosses too, or maybe even other playable charactes, a big possibility is John, and maybe kid Eric if he was actualy finished.

As with everything in this game, patience, I bet there are members waiting for Somacula or Orlok's second form for the last decade, I mean, I've been waiting for Trevor and Somacula for about two years, I think Anonymous said that he was here since 0.5.01, so since 2012 more or less, then we have members like VladCT and Rasgar who have been here since textboard days or maybe even before that (If there was such a time), basicaly we all learn to wait around here, lol, but I guess it's worst for you to wait since it's the characters you made the sprites for, understandable.

Well, I'll probably still be around when they're added at least, so when they are added I'll make suggestions to balance them out if needed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on December 06, 2016, 12:29:49 AM
Quote
When Serio said that Daeron quit working on Grant it was July 24th 2015, though he was almost finished, soon after Donoffrio picked him up, then Grant was added in May 8th 2016 in the 0.6.18 patch.

Basicaly, it takes a while, lol, and you made sprites for 5 new characters and finished the rest of Joke Ronald's moveset, hell if anything, Serio trying to implement all of them might be a reason he isn't showing up as much.

There's also the possibility that the next release is actualy the 0.7 beta, in which case not only the characters you made might be included, but new bosses too, or maybe even other playable charactes, a big possibility is John, and maybe kid Eric if he was actualy finished.

As with everything in this game, patience, I bet there are members waiting for Somacula or Orlok's second form for the last decade, I mean, I've been waiting for Trevor and Somacula for about two years, I think Anonymous said that he was here since 0.5.01, so since 2012 more or less, then we have members like VladCT and Rasgar who have been here since textboard days or maybe even before that (If there was such a time), basicaly we all learn to wait around here, lol, but I guess it's worst for you to wait since it's the characters you made the sprites for, understandable.

Well, I'll probably still be around when they're added at least, so when they are added I'll make suggestions to balance them out if needed.

Fingers crossed to kid Eric being released together with Bloodlines Eric, he has his sprites after all.

Also there is also something to think about, that the 5 characters have something unique, which hasn't been in the game before, like Dmitri copying elements (nice workaround), Dario's fixed teleports, Rusty's stopwatch isn't a subweapon and can be stopped anytime with her y, Joke Ronald's summons needing to be hit and all, not sure if Slogra's mechanics are new though. He/she would probably need to make workarounds in case they don't work, though he/she did say they would. I would think Serio is taking the time to code them, while taking breaks, but I've been considering that might be wishful thinking, either she'/he's taking a hiatus without telling anyone, or worse...

Anyway, the textboard existed since somewhere around beta 3 or something. Only people like Frikman, Fou-Lu and several others have seen beta 1's coming as far as I've read. Plus, the patience in this game doesn't match that of the entire MUGEN community, seeing that Elecbyte is waiting out the Ice Age on releasing 1.1 completely. (The title was taken away from Blizzard I suppose)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 06, 2016, 12:56:27 AM
Fingers crossed to kid Eric being released together with Bloodlines Eric, he has his sprites after all.

Those two could end up being really different from each other, Piercing rain would give kid Eric a more flexible way to use a super jump, while adult Eric would probably be the only one who'd be able to use the incinvible f,f attack in the air, plus the other different moves in case adult Eric uses his item crashes he had in Bloodlines as special inputs.

Quote
Also there is also something to think about, that the 5 characters have something unique, which hasn't been in the game before, like Dmitri copying elements (nice workaround), Dario's fixed teleports, Rusty's stopwatch isn't a subweapon and can be stopped anytime with her y, Joke Ronald's summons needing to be hit and all, not sure if Slogra's mechanics are new though. He/she would probably need to make workarounds in case they don't work, though he/she did say they would.

Well, it's what I do when writing movesets, I like giving characters something of their own more or less, before Grant was added I made a suggestion somewhere for the great movement he had to have an emphasis on his character, and for him to have the ability to use two super jumps, one in the ground, another in the air, though, the way Serio made him is more intersting because of his qcf attack and the item crash.

As for Slogra/Gaibon, I doubt there would be that much trouble, Gaibon is a permanent familiar who attacks when you make specific combinations, not going to say it's simple, but it doesn't look impossible to code him, real pain in the ass to code would be Isaac's and Hector's Innocent Devils, who have their own AI, then again, it would be much better if they only attack when ordered, and just follow you when not attacking or blocking.

Quote
I would think Serio is taking the time to code them, while taking breaks, but I've been considering that might be wishful thinking, either she'/he's taking a hiatus without telling anyone,

Yeah, he's got his own life to take care of, it's more likely he's solving problems before trying to focus on CVF again.

Quote
or worse...

Honestly, he would need to be a real asshole to abandon CVF permanently without a warning, he still logs in here, wouldn't take much time to just write that he's not going to update it anymore, lol.

Quote
Anyway, the textboard existed since somewhere around beta 3 or something. Only people like Frikman, Fou-Lu and several others have seen beta 1's coming as far as I've read. Plus, the patience in this game doesn't match that of the entire MUGEN community, seeing that Elecbyte is waiting out the Ice Age on releasing 1.1 completely. (The title was taken away from Blizzard I suppose)

Is Elecbyte still down? If so, I guess the ritual didn't work.

(http://i.imgur.com/uVhLHQu.png)
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 06, 2016, 12:59:02 AM
By the way, let's assume serio does quit, somehow. How would we go on? Would they release the files? Does anyone else here even understand MUGEN coding?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 06, 2016, 01:23:29 AM
By the way, let's assume serio does quit, somehow. How would we go on? Would they release the files? Does anyone else here even understand MUGEN coding?

If the files of the coding are released then it could continue if someone knows how to do shit, at very least if I'm around I could make suggestions and correct glitches to maintain the quality, but chances are that without Serio working on it, it'd be abandoned later (Fangames don't live for long most times, CVF being around for this long is a really rare thing), if the files aren't released then it's dead for good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: s̻͔̦͔e̫̣̹͕r̤̗̤̥͔i͎̪̳̺̜o̰̜͓̫̺͖ on December 06, 2016, 03:08:59 AM
still got some stuff to do so i won't be showing up much for a while longer, and if/when i do eventually quit then yeah, the files will be released.

unless i suddenly die. then who knows. lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on December 06, 2016, 11:28:39 AM
Quote
Is Elecbyte still down? If so, I guess the ritual didn't work.

They haven't updated or restored the website, though you can still download the files or the beta engine. They did post something on Twitter in May 2016 about "not yet out of retirement". I would say this is hopefully a sign of returning, but highly unlikely.

Quote
If the files of the coding are released then it could continue if someone knows how to do shit, at very least if I'm around I could make suggestions and correct glitches to maintain the quality, but chances are that without Serio working on it, it'd be abandoned later (Fangames don't live for long most times, CVF being around for this long is a really rare thing), if the files aren't released then it's dead for good.

Sadly I only know the basic MUGEN programming and it's nothing compared to that in this game, plus I can't think of how to make workarounds should they be needed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 07, 2016, 05:00:17 AM
Added some poses, including the seduction pose ( which I put as kneeling by the way ) and the summoning vines.

Wait, which Succubus are you making now? Because the sprites where she's facing forward aren't fitting for a player character, would also be better to keep those only for SotN Succubus, otherwise it's just weird for them to share some the exact same animations, even though they're different characters, some like blowing the kiss is identical, and the one where they throw a projectile with their hands is similar (Loi Succubus slouches more when using her version basicaly, plus the "charge" pose her her lifting her legs and raising her arm).

I'd advice to use more of Shanoa's werebat form as reference to avoid making Loi Succubus and SotN Succubus too similar with those sprites.

If you're making some of those for SotN Succubus then change the clothes and the color of the costume when it's her, otherwise it's just confusing lol.

Anyways, when she's on the ground, the wings don't look like wings, they look like an old worn out sheet put on her back, her wings are lowered there but the shape should be the same.

On the frames right above Mina's, her spine is broken with that pose, lol, move her hips forward to fix that, or pull her back backwards, also her hand looks weird, I assume both hands are supposed to show up there, but her wings will cover one of the arms, so no need to draw both.

I think it'd be better to be more accurate with the original in that one to separate more the sprites (I'm assuming it's the charge attack one), in which Loi Succubus raises her legs and arms, and she raises her arms in front of her:

(click to show/hide)

At 0:22, which is the attack of the roses' shaft

She does a similar pose when doing the purple projectile attack (1:35), which she raises the legs less, puts her crotch less forward and raises only one arm in front of her, so pick whichever you prefer between both, I don't see the need of making both have different animations when charging, only when attacking they need to be different (Obviously because she points at different directions when she attacks).

Also, the get hit sprites need to be with her being hit forward, on the chest, face, stomach, whatever, because SotN Succubus is actualy being hit on the back when she's attacked and I can see that sprite there, but with her it can be excused since she's facing the camera, Loi Succubus will be facing forward, so the get hit sprite need to be different, the get hit sprite can be used as reference to make Loi Succubus' charged attack though.

Edit: Also, probably would be better to give Loi Succubus panties, I know most of CV Succubus are naked or showing genitals, but the Loi Succubus wore panties.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 07, 2016, 05:32:28 AM
I didn't put any 'hit' sprites there, I'm pretty sure the ones you're talking about are the rose-shaft attack sprites.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 07, 2016, 12:42:44 PM
I didn't put any 'hit' sprites there, I'm pretty sure the ones you're talking about are the rose-shaft attack sprites.

Ah, I checked SotN Succubus' sprites and I saw a similar one like being used as a getting hit one, thought you were using for the same thing, sorry.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 08, 2016, 03:55:57 AM
Added full 'kiss' animation, but have yet to separate the LoI from the SoTN sprites. Also implemented JPEG posting.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 08, 2016, 05:36:22 AM
Added full 'kiss' animation, but have yet to separate the LoI from the SoTN sprites. Also implemented JPEG posting.

If you can't separate them for a while, at least do something like, separating the sprites and drawing a line between them, simple but effective lol.

That kiss has a lot of frames, lol, that aside, frame 13 could have her hand lowered a bit for the transition to when it's fully stretched in the last frame look smoother.

I dunno who that facing forward opening her wings sprite is for, but, the shape is different from what it looks like, looks more like a butterfly's wings, and if it's for Loi Succubus, well, she hasn't shown any ability to change the size of her wings like SotN Succubus.

Now that I think of it, the "facing forward" sprites could be used on VS if they're supposed to be given to Loi Succubus, as her battle intro, would need to be fast though.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 08, 2016, 02:48:31 PM
Those wings were intended to be a component of some kind of charging attack, but I'm not really entirely sure why I made them.

The sprites aren't separated because I turn my work in pretty much every day when I work on them, just in case I do something horribly wrong I'll get critiqued before I go down the wrong path entirely. lol

As soon as I can I'll separate the sprites by game, by hair color and clothing.

EDIT~

Began resizing Graham's second form. Also added some sprites.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 12, 2016, 02:13:43 PM
Began resizing Graham's second form. Also added some sprites.

The stabbing attack could have another frame where his arm is being stretched, to make it look like he's putting more effort into it.

Frame 8 of his fireball attack, that arm should be stretched in a triangular shape, it looks weird that it looks so round.

It also looks weird that in the second form, both heads are smiling, in the original they look pretty stoic.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Anonymous on December 12, 2016, 04:13:01 PM
Quote
It also looks weird that in the second form, both heads are smiling, in the original they look pretty stoic.

Then again, must the design be authentic to the original? As far as I can see, the smile on both heads could be the sinister or sardonic ones...
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 12, 2016, 05:12:10 PM
Then again, must the design be authentic to the original? As far as I can see, the smile on both heads could be the sinister or sardonic ones...

Well, I'm kind of a bitch about these kind of details, to keep them authentic, but that was just a nitpick, if he chooses to keep the smiles, it's fine, though I don't think the smiles should be there once Graham is killed.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 23, 2016, 08:07:04 PM
Added a better end-side of Graham's shooting animation. Also added new faces for the second form.

Now made JPG/JPEG posting obsolete with an official label.

Also, I imagine Succubus' sprites will be on hold for quite a while, I'm implementing the wings again. Same as Celia. I'm not really sure what's holding me back, but I still need those ripped sprites.

Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 23, 2016, 10:05:53 PM
Added a better end-side of Graham's shooting animation.

Looks good.

Quote
Also added new faces for the second form.

Honestly looks like they're pouting, lol.

Quote
Now made JPG/JPEG posting obsolete with an official label.

The point of JPEG posting was to make the sprites harder to steal because of the lower quality, a label won't get in the way of someone who just wants to steal it 'cause they'll just remove it.

Quote
Also, I imagine Succubus' sprites will be on hold for quite a while, I'm implementing the wings again. Same as Celia. I'm not really sure what's holding me back, but I still need those ripped sprites.

Didn't you say you already had them?

If it helps I can try to do that poor man's ripping like the one I did with Rusty on her victory spin, I won't be able to remove effects though, just try to print every frame and put them together lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 23, 2016, 10:16:29 PM
I always imagined the label would be a way for me to somehow prove they were my sprites. They'd be kind of like other spritesheets, as long as credit was properly given and such.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 23, 2016, 10:26:20 PM
I always imagined the label would be a way for me to somehow prove they were my sprites. They'd be kind of like other spritesheets, as long as credit was properly given and such.

If someone is just sharing them, then yeah, they do what they're supposed to do, but if they're stealing, then the label can easily be removed.

If anyhing you can always post Jpeg + the label, if someone shares around it'll be in lower quality, but, if it's stolen, it'll also be in lower quality.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 24, 2016, 02:51:26 AM
I...think I killed the Game Art conversation. And by that, I mean the whole page won't load...

Same seemed to happen here, but the solution seems to be to not click to see the last message sent.

Then again, if you don't realize this 'till it's fixed, this reply is kinda pointless lol.

Edit: Oops, thought this reply was there, need to pay more attention.

Apparently the last page isn't loading, though you can see the post itself by checking the most recent posts, but doesn't look like that pictures or stuff like that can be seen.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 24, 2016, 02:55:15 AM
Apologies, but what exactly do you mean by that? Also, I think the resolution of the image file itself is what's causing it or something, or maybe the site can only take so much.

I can't delete it as of now, so...wait, I guess?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 24, 2016, 03:37:14 AM
Apologies, but what exactly do you mean by that? Also, I think the resolution of the image file itself is what's causing it or something, or maybe the site can only take so much.

I can't delete it as of now, so...wait, I guess?

Meant that I thought this thread was the Game Art one, and that I thought the glitch was just that if you clicked to see the last message it'd crash.

Anyways, I tried a buch of stuff and the only things we can do to access that last page is to log off, not even putting you in the ignore list seemed to work, and I don't see any other way to delete a post unless you're in the page itself.

I think I found a solution, you'll have to edit the message without getting into the thread, and if possible delete the image from the post, the thread is 990.120 and your post is 15043, so the link might be like this:

http://serio.piiym.net/cvbla/board/index.php?action=post;msg=15043;topic=990.120

I tried the link and it says I can't edit it, meaning it's a post that isn't my own, hopefuly I got yours right.

Man, seriously, I thought at most that image would slow down the page a bit, not fucking crash it, never expected this shit to happen, lol
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 24, 2016, 03:49:42 AM
Success!
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on December 24, 2016, 01:17:31 PM
Success!

Well, I guess if an image is over 1.5MB we'll have to upload it in another website and just put it under the spoiler tag, 'cause I doubt that will crash the thread.

I'll test it out just to be sure, this image I'll post is 3,14MB:

(click to show/hide)

Edit: Yep, just like I thought, works fine.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: rasgar on December 31, 2016, 02:52:56 PM
I know that by now you've got your own system going for spriting, but I just found out about this today and thought I'd share. There's some game development software available for cheap on Humble Bundle right now, including tools to help with sprite animations: https://www.humblebundle.com/game-developer-software-bundle
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on December 31, 2016, 08:48:59 PM
Available for cheap...I still can't afford it, unfortunately. I'm completely broke.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 26, 2017, 04:14:42 AM
Portrait for Gergoth, trying out that new portrait setup. However, I can't think of a specific background that fits, and my color scheme probably isn't dark enough. Just putting it here for testing.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 26, 2017, 04:32:22 AM
Portrait for Gergoth, trying out that new portrait setup. However, I can't think of a specific background that fits, and my color scheme probably isn't dark enough. Just putting it here for testing.

It looks like that energy beam is beside him instead of it being inside his mouth, maybe you could make it smaller, to be able to put it without overshadowing his mouth, besides that, looks really good.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 28, 2017, 01:17:38 AM
Tried to make Charlotte.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on January 28, 2017, 09:51:30 PM
Tried to make Charlotte.

Charlotte looking upwards makes her expression a bit odd, her face also looks noticeably chubbier than the other characters.

Also, shouldn't this be posted in the Game Art thread? Or are you going to post sprited portraits here and the drawn ones in the Game Art thread?
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on January 28, 2017, 10:25:31 PM
Well, I guess that can be done. It seems like it just depends on which series is finished first, as Ill probably be switching back and forth for a bit, it seems
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: FinnishFlame on March 07, 2017, 11:43:42 PM
I'll probably be able to get back for a while - I've got a bit of time, maybe a few days.

If possible, I'll need those enemy sprites - screenshots could work, I guess - I should be able to finish Celia.

Succubus' wings have been death to get a grip on successfully.

However, just to be safe, about old sprites being added first and all, I might not do any substantial work, as it's quite haphazardous in itself - they might not even get added if we're mothballed.

In the meantime, I guess I'll open a separate 'sprite sharing' thread in the General Discussion' area, to see how incoming individuals work and such. If any come, lol.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: Lukmendes on March 08, 2017, 02:01:14 AM
I'll probably be able to get back for a while - I've got a bit of time, maybe a few days.

If possible, I'll need those enemy sprites - screenshots could work, I guess - I should be able to finish Celia.

Succubus' wings have been death to get a grip on successfully.

However, just to be safe, about old sprites being added first and all, I might not do any substantial work, as it's quite haphazardous in itself - they might not even get added if we're mothballed.

In the meantime, I guess I'll open a separate 'sprite sharing' thread in the General Discussion' area, to see how incoming individuals work and such. If any come, lol.

That does remind me that we should've listed people to rip sprites there too, list the specific monsters Celia needs, from which game too.
Title: Re: FinnishFlame's Sprite Submission Thread
Post by: IandI on March 09, 2017, 07:18:45 AM
By the way, what happened with the portraits of Ahanblazer?

http://serio.piiym.net/cvbla/board/index.php?topic=990.0

Were very good, will they be used? Or are there any characters missing?
If any is missing I can draw like this, I'm good at drawing, I just draw by hand