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Definitely overcompensating. Part of spiriting is knowing when to not overcompensate. I feel like the fluidity of the sprouts is fine considering the style he's going for, though the hair does need to be tweaked in terms of the way it bounces, it doesn't need 16 frames of fluidity.


Wed Jul 04, 2012 6:37 pm
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Ramsey wrote:
Definitely overcompensating. Part of spiriting is knowing when to not overcompensate. I feel like the fluidity of the sprouts is fine considering the style he's going for, though the hair does need to be tweaked in terms of the way it bounces, it doesn't need 16 frames of fluidity.


I love you.

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4 frames. Strife's edit. Although I would LOVE to recreate it, I have yet to fully understand how to do it. I will definitely learn about it soon because I'm more working on the red guy for now.

@DJ - that's good. But the hair's "flow" doesn't really match her strong bouncing movement which was what I was going for.

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Wed Jul 04, 2012 11:38 pm
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Medevenx wrote:
Ramsey wrote:
Definitely overcompensating. Part of spiriting is knowing when to not overcompensate. I feel like the fluidity of the sprouts is fine considering the style he's going for, though the hair does need to be tweaked in terms of the way it bounces, it doesn't need 16 frames of fluidity.


I love you.

Image

4 frames. Strife's edit. Although I would LOVE to recreate it, I have yet to fully understand how to do it. I will definitely learn about it soon because I'm more working on the red guy for now.

@DJ - that's good. But the hair's "flow" doesn't really match her strong bouncing movement which was what I was going for.

Ah yes! It's sped up in this version, and it looks a lot less choppy. Loving the new hair movement as well :) can't wait to see the red guy.

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Thu Jul 05, 2012 10:32 am
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playing around with designs

dropping that stupid anime-ish project because it sucks mega dipwad

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Thu Jul 12, 2012 7:37 am
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It does? I liked the way it was going.. oh well.

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Thu Jul 12, 2012 10:26 am
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Medevenx wrote:
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playing around with designs

dropping that stupid anime-ish project because it sucks mega dipwad

Team platform shooter?
I would enjoy that.

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Thu Jul 12, 2012 10:36 am
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The green-faced bullet-shaped shooters reminds me of Gilbert =p

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(you can now tweet mean things at me on Twitter @StevenEggplant)


Thu Jul 12, 2012 10:40 am
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Steven wrote:
The green-faced bullet-shaped shooters reminds me of Gilbert =p


Gorsal's Gilbert? haha

It's because the guys I was working with on the anime s*** didn't know s*** about spriting.

They wanted me to have 90% of the sheets of 19 monsters and 3 characters and 1 boss in 1 month. Are they f*** idiots? And they wanted me to continue with the larger sprite because they said it looked good. But we all know, as spriters, that it was horrible and the animations were f*** lazy.

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Thu Jul 12, 2012 5:47 pm
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Let me give a little bit of light on the subject:

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This is a procedurally generated Metroid/Roguelike. A Roguetroid.

You control the guy with the bomber jacket + bubble helmet and those soldiers are enemies. A tech demo is available with placeholder art but I would rather have the art completed for you guys to see. :)

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Thu Jul 12, 2012 7:39 pm
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Just asking but is this a continuation of that alien platform game you were working on before the anime one? Cause if so, im still hyped for that


Fri Jul 13, 2012 3:02 pm
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Hi everyone! So this is the game I'm working on! Tech demo available

http://forums.tigsource.com/index.php?topic=27228.0

I've been recruited to replace all the in-game assets from that to my current works :)

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Sun Jul 15, 2012 3:48 am
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Not knowing if i was the first one on here to play this but ill be honest:
The game is very retro! In a good way :)
Basic platforming with a metroid-styled map and a retro-themed shooter.

I like it. Can't wait to see more


Sun Jul 15, 2012 4:32 am
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Thank you! We're actually planning to do some coop for future installments :)

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Mon Jul 16, 2012 8:43 pm
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Hey nice Samus!

Looks pretty cool! I love the hair movement in the idle.


Mon Jul 16, 2012 9:03 pm
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Quote X Samus

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Mon Jul 16, 2012 9:06 pm
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