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Author Topic: Bay12 M.U.G.E.N. Project  (Read 12426 times)

WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #15 on: October 01, 2014, 03:09:01 pm »

MaximumZero, now
Actually, if we're going to make characters out of forumites, we should probably ask for their input.
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Mictlantecuhtli

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Re: Bay12 M.U.G.E.N. Project
« Reply #16 on: October 01, 2014, 03:09:13 pm »

A fist, covered in FISTS?
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KingofstarrySkies

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Re: Bay12 M.U.G.E.N. Project
« Reply #17 on: October 01, 2014, 03:10:12 pm »

Duuude, I'd totally like to be a character in this.
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Fniff

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Re: Bay12 M.U.G.E.N. Project
« Reply #18 on: October 01, 2014, 03:11:17 pm »

I can sprite things, if need be. I'm pretty good at characters as well, but a bit iffy on animation. Especially walking.
Could be good practice, though. I'll add you to the OP. Do you have interest in any character in particular?
If we're including forum games... Ciro. Can you say Shenanigans fighting style? Ranged attack is throwing Slog.

KingofstarrySkies

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Re: Bay12 M.U.G.E.N. Project
« Reply #19 on: October 01, 2014, 03:12:41 pm »

Stukos whateverthefuck, from Rockfalls.
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WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #20 on: October 01, 2014, 03:13:50 pm »

Of course we're including forum games! Wouldn't want to miss out on perhaps the best source of memorable characters, now would we?  :D

Plus, the characters people would be most interested in making are probably from them.

EDIT: "Forum games" also includes all that good stuff from Community Games and Stories, right?
« Last Edit: October 01, 2014, 03:22:39 pm by HugoLuman »
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WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #21 on: October 01, 2014, 03:33:18 pm »

We should probably decide on an art direction. Do we want a consistent style across characters? If so, what? Or do we just want sprites to get done in whatever style people can work with?
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Darvi

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Re: Bay12 M.U.G.E.N. Project
« Reply #22 on: October 01, 2014, 03:35:32 pm »

We also need a Liberal Activist who fights with his fists, swords, and guns.
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Parsely

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Re: Bay12 M.U.G.E.N. Project
« Reply #23 on: October 01, 2014, 04:14:34 pm »

I saw that we should have at least 8 fighters... sure that is a low amount but we can add more... later. Set our sights low for now... >_>
I'm not sure what MUGEN's standards are, but when it comes to typical fighting game sprites (let's say we're doing 16-bit characters in the style of Marvel or Street fighter) they're usually somewhere around 100x100. 100 is a good general height, but you can usually espext a character to be much thinner than 100 unless he's a really big dude, like Zangief or E. Honda or the Hulk. That's, well..that's a lot of work. And that's even before you take into account the amount of effort that goes into animating.

Spoiler (click to show/hide)

I'd be willing to help with spriting, but I can't speak for the quality of my sprites once they start to get that big, since I've never gone that large before. SOUNDS LIKE A CHALLENGE. >:o
« Last Edit: October 01, 2014, 04:16:31 pm by GUNINANRUNIN »
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WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #24 on: October 01, 2014, 04:20:28 pm »

Any help is much appreciated. Do you have any samples?

I work in vectors, which scale well (and can be animated to whatever FPS needed relatively easily), but look like something from Samurai Jack. So not your typical fighting game look.
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gigaraptor487

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Re: Bay12 M.U.G.E.N. Project
« Reply #25 on: October 01, 2014, 04:25:45 pm »

What about a WW1 medic or a carp?
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WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #26 on: October 01, 2014, 04:29:54 pm »

Yeah, pretty much anything related to Bay12. I should probably start compiling these on the OP.
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Parsely

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Re: Bay12 M.U.G.E.N. Project
« Reply #27 on: October 01, 2014, 05:03:32 pm »

Do you have any samples?

I work in vectors, which scale well (and can be animated to whatever FPS needed relatively easily), but look like something from Samurai Jack. So not your typical fighting game look.
Nope! I'm not sure what you guys are looking for, concept-wise, but I did suggest the Marvel-style of pixel spriting. I also need a list of characters before I can start doing anything at all.

Hey, vectors would actually be perfect for this. I don't have photoshop or a scanner anything so linework is really hard to do for larger stuff like this. If you did outlines in the desired res, and then made the lines as thin as possible, I could totally do this no problem since then I can do the shading and stuff, and then depending on what you want I can go with a 16-bit palette or..whatever you like, really.

It'd probably look something like this:
Spoiler (click to show/hide)

That's from one of this fella's tutorials: http://gas13.ru/v3/tutorials/ru_sywtbapa_almighty_grass_tile.php
« Last Edit: October 01, 2014, 05:08:09 pm by GUNINANRUNIN »
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EuchreJack

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Re: Bay12 M.U.G.E.N. Project
« Reply #28 on: October 01, 2014, 05:06:11 pm »

Kurtulmak should totally represent the Kobolds!

Gentlefish

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Re: Bay12 M.U.G.E.N. Project
« Reply #29 on: October 01, 2014, 05:54:10 pm »

PTW. Hope some of these make it to SaltyBet. I might also volunteer for code if it isn't too terribly insane :P

But uh. Yeah. A "boogeymen" type mob-fighter could be really cool.
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