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Author Topic: Bay12 M.U.G.E.N. Project  (Read 12476 times)

Zanzetkuken The Great

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Re: Bay12 M.U.G.E.N. Project
« Reply #60 on: October 01, 2014, 09:27:36 pm »

So I was likely going to be asking my sister to do lineart for sprites after I made a few horrible attempts.  She said she would, and, on a whim, I decided to look up what she had made.

I have no clue when  she got so good.
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TempAcc

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Re: Bay12 M.U.G.E.N. Project
« Reply #61 on: October 01, 2014, 09:35:55 pm »

Morul should be easy enough, just imagine a pale, absurdly large and muscular dwarf with a very serious look and a very, very long and unkempt hair and beard, wearing almost nothing but tattered clothes/loincloth. Kurtulmak is also not that hard to picture, captain ironblood always wore tons of armor so a generic heavily armored dwarf that can use pretty much any weapon (including dual wielding crossbows) would work. The others will need some imagination.
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WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #62 on: October 01, 2014, 09:52:29 pm »

So I was likely going to be asking my sister to do lineart for sprites after I made a few horrible attempts.  She said she would, and, on a whim, I decided to look up what she had made.

I have no clue when  she got so good.

Those really are pretty good.

Alright, so idle animations. I'll post a single frame in a bit, see if the design is alright.
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KingofstarrySkies

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Re: Bay12 M.U.G.E.N. Project
« Reply #63 on: October 01, 2014, 09:54:01 pm »

Ironblood...Iunno. Stukos can just be a ghost-dwarf, really.
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Sigtextastic
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WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #64 on: October 01, 2014, 10:02:32 pm »

Kung Fu Man, the base example character is ~100 tall and ~50 wide, for reference. I'd say we treat him as average humie height.
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KingofstarrySkies

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Re: Bay12 M.U.G.E.N. Project
« Reply #65 on: October 01, 2014, 10:05:42 pm »

Oh, and we'd probably need a megabeast. Bronze Colossus?
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Zanzetkuken The Great

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Re: Bay12 M.U.G.E.N. Project
« Reply #66 on: October 01, 2014, 10:22:20 pm »

So I looked at the system, and there appears to be typically 6 options with a default binding of 2 rows and 3 columns (each having 3 states: jump, ground, and crouch, but for what I am stating that is irrelavent).  With that, we could have the attack format be: left column being melee (ex. punch or kick), middle being ranged (ex. throw a weight or cast a fireball), and right being special (ex. aura shield or power boost).  Some might not necessarily follow this exact formula, but having a basic so that there is at least some conservation of knowledge would be good.
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WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #67 on: October 01, 2014, 10:28:51 pm »

Though the sprite format can vary between characters. The character's actual script seems to control which sprites are used when, as well as the color palette.
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Spehss _

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Re: Bay12 M.U.G.E.N. Project
« Reply #68 on: October 01, 2014, 10:37:09 pm »

I support the bogeyman mob character. Also, catsplosion. It could just be a blob of cats that throws different numbers and types of cats at the opponent.

EDIT: oooh, and the cats can explode.

EDIT2: On the subject of Ironblood, TVTropes mentions a part where "he was able to kill a Hydra with nothing but his hands, while covered in nothing but all the vomit and other fluids covering him". He could be a wrestler style fighter, and for spriting he could be...well, a dwarf covered in vomit. Should be lovely.
« Last Edit: October 01, 2014, 10:42:31 pm by Spehss _ »
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flabort

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Re: Bay12 M.U.G.E.N. Project
« Reply #69 on: October 01, 2014, 10:49:10 pm »

Oh, and we'd probably need a megabeast. Bronze Colossus?
Dunno. I'm making myself 70*140 now, though.
This time starting with an outline with a totally different pose.

Going to be a speedy/dodgy character, with fast movement and very low power but speedy quick attacks; but with very slow and powerful attacks too. Overall endurance if you can hit me is low, though, assuming the program can do that.

Being knocked over is going to result in the flames dissipating and the hand being on the ground, the bones scattered.

So the attack layout for all characters we are outputting are supposed to look like this?
Spoiler (click to show/hide)
Once I finish myself, or enough to be satisfied, I will start working on Catsplosion, unless someone else has already started it.
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WillowLuman

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Re: Bay12 M.U.G.E.N. Project
« Reply #70 on: October 01, 2014, 10:52:47 pm »

Catsplosion sounds like it should be an attack by one of the boss characters.
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Cptn Kaladin Anrizlokum

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Re: Bay12 M.U.G.E.N. Project
« Reply #71 on: October 01, 2014, 11:13:16 pm »

What about that legendary misc object user who fights with a backpack?
(Names are hard :()
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Gentlefish

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Re: Bay12 M.U.G.E.N. Project
« Reply #72 on: October 01, 2014, 11:14:37 pm »

What about a Urist McUrist? Sort of a joke character?

Arcvasti

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Re: Bay12 M.U.G.E.N. Project
« Reply #73 on: October 01, 2014, 11:16:19 pm »

What about that legendary misc object user who fights with a backpack?
(Names are hard :()

Holistic Detective?
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Cptn Kaladin Anrizlokum

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Re: Bay12 M.U.G.E.N. Project
« Reply #74 on: October 01, 2014, 11:18:46 pm »

What about that legendary misc object user who fights with a backpack?
(Names are hard :()
Holistic Detective?
Yeah, thanks.
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