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Everything posted by TIX
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Did you know that the ninja in our version is missing 2 frames from the c64 version ? plus he is 2 or 3 pixels taller. On the other hand I have 2 less to draw.. so yeah 😀
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thanks for the encouragement guys !!
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Hey guys, after numerous redesigns, I have a fully hacked Yamo in game ! (no 2 player jumping and climbing yet) enjoy some chubby action 😀 Bruce Lee (almost all Yamo17).xex
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hmm I haven't spotted the jump frame yet..
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Yamo Revenge rules !!
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you are right.. I totally forgot about the belts/waterfalls ! ..more frames to draw then
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Full set of Yamo's frames are finally done and complied with the original limitations.. that was a tight fit ! It's the bottom row obviously (I spare you the dozens of in-between tries) Please note that frames 3, 8 and 10 (counting from the left) are double wide pixels for the green layer. A couple of questions: Do villains ever climb the ladders ? or this happens only in c64 version ? I think I found unused frames for climbing !?!? Does Yamo had a separate leg swipe move ? or he uses the same as the knock down one ? OK, move on to the ninja guy 😀
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Hey, still struggling with Yamo's frames, trying to work around the limitations. Another problem crept in when I inserted Yamo's running animation and see it for the first time in game.. it was a terrible jerky mess. After much cursing and hair pulling I figured it out, The ultra fast animation combined with up/down motion caused the jerkiness. So I had to sacrifice his 'bounce', for a smooth run 😟
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ok good news: Yamo's frames are done, bad news: it seems the black layer doesn't cover the whole sprite.. that means most of the frames don't work as intended 😬 no big deal, I have to redraw everything.. AAAAAAAAAARG
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Yamo comparison sheet, getting there..
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of course I'm in 🙂, for sprite design only !
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oh man.. double wide pixels are the devil 🤬 nevertheless squatting (will replace standing) and punching frames are done !
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OK Yamo's run/kick sequence, pretty much complete ! I love him 😀 Little tweaks left to do, but I'll have to wait to see all the sequences together and then I'll give them a final tune up. Moving along..
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Two things I noticed while doodling along: first, (maybe a known thing to you, but its news to me !) the c64 version sprites are different from our version.. they are shorter by 2 or 3 pixels and many little things here and there are off, until now I believed they were identical, and I was using a c64 sprite sheet for reference.. so yeah more room for me 😯 second, in the editor I use (Aseprite), sprites appear wider than they really are (see the example below), so this resolves the whole 'chin' thing !
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Thanks for the support guys, to be honest I was never a big fun of the black gloves.. the only reason they were there, was to define the hands against the (same color) body...
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running cycle improved
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I have incorporate some of them, but the xex is messed up at the moment, due to experimentation.. Soon
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Thanks for the encouragement man ! hey, it's almost a year now 😯
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Pretty happy with him, I'll leave him alone for now, moving along..
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deflated further
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ssssssssssssss
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double wide pixels.. what a thrill
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Hey man, I'm interested to hear about your game ! Of course I can't promise anything .. I'm swamped at the moment with 4 different projects (2 of them new games) But it's all for fun, so PM me 😉
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well for my defense, I kept the head the same just with bigger hair and the eye is in the same place, as for the ninja I wanted him to be sorter but I kept the head big as Bruce's for fun, I don't know yet.. Thanks for the comments !
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Yaron yes 8 pixel wide, and Charlie damn 😯 now that you said it, I can't see the ninja anymore.... hmm there was an error in the animation of the ninja.. is that better ?
