Stick Online Forums

General => Ideas & Suggestions => Topic started by: Ceroblitz on July 06, 2011, 07:23:34 PM

Title: Ceroblitz v3 sprites
Post by: Ceroblitz on July 06, 2011, 07:23:34 PM
(http://i231.photobucket.com/albums/ee43/dusticthewolf/armorb.gif)
(http://i231.photobucket.com/albums/ee43/dusticthewolf/sledgeh-1.gif)
(http://i231.photobucket.com/albums/ee43/dusticthewolf/sword.gif)
(http://i231.photobucket.com/albums/ee43/dusticthewolf/infernoblade-1.gif)
stuff I make
Title: Re: Ceroblitz v3 sprites
Post by: House on July 06, 2011, 07:31:16 PM
Nice is the first animation  the slasher ???
any way they're very good
Title: Re: Ceroblitz v3 sprites
Post by: Torch on July 06, 2011, 07:37:38 PM
I like the short sword (3rd sprite). Seems like you really nailed the weight of the sword.
Title: Re: Ceroblitz v3 sprites
Post by: krele on July 06, 2011, 08:23:33 PM
I wait for the day you officially start doing graphics for Stick Online. I'd say it's about god damn time. You're talented and intelligent, but it's not for me to decide.

All your animations are fluent, well colored, well shaded, but for the most part when I think of stick fights I can immediately fit your sprites in it. Keep on doing the great job you always do! :D

Oh and btw... I don't know whether my eyes are deceiving me or not, but I there's an extra frame in the first animation near the end. I can see by the wave from the slash.
Title: Re: Ceroblitz v3 sprites
Post by: EpicPhailure on July 06, 2011, 08:28:44 PM
If the guy swings the huge 2 hander further away from his body, the range would be OP in the game :P

But I definitely think the short frame count fits in with the game more.
Title: Re: Ceroblitz v3 sprites
Post by: krele on July 06, 2011, 08:37:35 PM
Quote from: EpicPhailure on July 06, 2011, 08:28:44 PM
If the guy swings the huge 2 hander further away from his body, the range would be OP in the game :P

But I definitely think the short frame count fits in with the game more.
Well it's pretty much the same as GS/IS in v2... It could be compensated by using more energy and having a longer cooldown =)
Title: Re: Ceroblitz v3 sprites
Post by: EpicPhailure on July 06, 2011, 08:48:38 PM
Naw man, Cero's IS is a bit more, I think. It's because the guy leans forward.

If the same dude used the same swinging motion for the first one, the range would be like, 3 centimeters longer. :D
Title: Re: Ceroblitz v3 sprites
Post by: sayers6 on July 06, 2011, 08:59:32 PM
My only thoughts...the slasher animation just seems a little bit too short...It may need to be that way, but the swing just seems...weird :P
Title: Re: Ceroblitz v3 sprites
Post by: krele on July 06, 2011, 09:33:03 PM
Quote from: EpicPhailure on July 06, 2011, 08:48:38 PM
Naw man, Cero's IS is a bit more, I think. It's because the guy leans forward.

If the same dude used the same swinging motion for the first one, the range would be like, 3 centimeters longer. :D

Yes, it seems you're right. Still as I said, it can be compensated with something =P
Title: Re: Ceroblitz v3 sprites
Post by: Lingus on July 07, 2011, 01:52:17 PM
I'm sure you're aware of this, but on the first two, where the stickman ends up at the end of the swing is not where he is at the beginning which causes him to jump back at the end of the animation. If those were implemented in the game, it would do the same thing, jumping back a few steps in a standing position after the swing. I would think this would not be ideal.
Title: Re: Ceroblitz v3 sprites
Post by: T-Rok on July 07, 2011, 02:03:19 PM
Quote from: Lingus on July 07, 2011, 01:52:17 PM
I'm sure you're aware of this, but on the first two, where the stickman ends up at the end of the swing is not where he is at the beginning which causes him to jump back at the end of the animation. If those were implemented in the game, it would do the same thing, jumping back a few steps in a standing position after the swing. I would think this would not be ideal.

Or it could be a new element? Forcing you to move forward each time you swing.
Title: Re: Ceroblitz v3 sprites
Post by: krele on July 07, 2011, 04:09:25 PM
Quote from: T-Rok on July 07, 2011, 02:03:19 PM
Quote from: Lingus on July 07, 2011, 01:52:17 PM
I'm sure you're aware of this, but on the first two, where the stickman ends up at the end of the swing is not where he is at the beginning which causes him to jump back at the end of the animation. If those were implemented in the game, it would do the same thing, jumping back a few steps in a standing position after the swing. I would think this would not be ideal.

Or it could be a new element? Forcing you to move forward each time you swing.
Exactly what I was thinking. It would open many possibilities.
Title: Re: Ceroblitz v3 sprites
Post by: T-Rok on July 07, 2011, 04:12:05 PM
Quote from: krele on July 07, 2011, 04:09:25 PM
Quote from: T-Rok on July 07, 2011, 02:03:19 PM
Quote from: Lingus on July 07, 2011, 01:52:17 PM
I'm sure you're aware of this, but on the first two, where the stickman ends up at the end of the swing is not where he is at the beginning which causes him to jump back at the end of the animation. If those were implemented in the game, it would do the same thing, jumping back a few steps in a standing position after the swing. I would think this would not be ideal.

Or it could be a new element? Forcing you to move forward each time you swing.
Exactly what I was thinking. It would open many possibilities.
It could both be an advantage and dis-advantage depending on how it was used.
Title: Re: Ceroblitz v3 sprites
Post by: Lingus on July 07, 2011, 04:12:43 PM
I guess that would be up to Meiun. I imagine it would have to programmed in that on particular weapon animations, the location of the player moves depending on where the animation ends up. I would think it would be easier to just have the forward foot step backwards instead of the back foot stepping forwards...
Title: Re: Ceroblitz v3 sprites
Post by: krele on July 07, 2011, 05:23:11 PM
Quote from: Lingus on July 07, 2011, 04:12:43 PM
I guess that would be up to Meiun. I imagine it would have to programmed in that on particular weapon animations, the location of the player moves depending on where the animation ends up. I would think it would be easier to just have the forward foot step backwards instead of the back foot stepping forwards...
Well, if he added relative x gain as a variable for each weapon in the database, it would be easy to implement. I can't possibly know how he handles weapons, but I think he uses a database and keeps all weapons with an id used to retrieve weapon's stats. This could all be bullshit though =/
Title: Re: Ceroblitz v3 sprites
Post by: DR4N3 on August 11, 2011, 10:28:08 AM
Hammer is too small imo. You nailed the animations perfectly, excpet for the 3rd, which the stickam looks weird in the last frame. Inferno Sword is amazing, the particle effect is dead on. Good job man. A personal request, please do Whip next.
Title: Re: Ceroblitz v3 sprites
Post by: Gho$t on August 25, 2011, 02:01:23 AM
Nice, I like them a lot. From what I can tell they execute their motions flawlessly. I really love the IS animation. Makes it appear as its a hilt and then the blade is pure fire which I think is amazing. Good Job can't wait to see more.