WIP (Work In Progress)
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mase0ne
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Quote mase0ne Replybullet Topic: Spinning attack move
    Posted: 30 October 2011 at 11:08am
I'm replacing this move:
...with an attack move that works in all directions, so I'm going with a windmill attack, similar to Elena or Duck.  It's NPA at the moment, but I'm still in the sketch phase...
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CELS
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Quote CELS Replybullet Posted: 30 October 2011 at 11:12am
Looks good, but why are his wrists bent like that?
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mase0ne
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Quote mase0ne Replybullet Posted: 30 October 2011 at 11:23am
He's a thai boxer.  It's a bit changed in the actual sprite, though.
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CELS
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Quote CELS Replybullet Posted: 30 October 2011 at 11:40am
I've not seen thai boxers bend their wrists like that. I haven't actually trained thai boxing though. What's the point in bending your wrist? Usually, a fighter will tape / wrap his wrists to stop them from bending when he punches.

Even in fighting games, fighters tend to keep their wrists straight. Like Sagat :)


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ChrisButton
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Quote ChrisButton Replybullet Posted: 31 October 2011 at 12:20am

After the mini breakdance attack he pops back into the standing position.

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yrizoud
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Quote yrizoud Replybullet Posted: 31 October 2011 at 10:08am
I've tried playing with offsets, the changes is mostly:
- in the transition between right and left hand-holds
- at the end, recovering on a fixed left foot
Note that it extends the range noticeably forward.


edit: After looking at the demo, I understand that you want the movement to hit in the back as well as in the front. In this case my change isn't suitable.


Edited by yrizoud - 31 October 2011 at 10:32am
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mase0ne
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Quote mase0ne Replybullet Posted: 31 October 2011 at 12:33pm
CELS: Tony Jaa was one of my references, and he tends to bend them a bit.  I've never trained in it either, I just think it looks cooler!
Chris: looks like yrizoud's edit fixed it a bit.
yrizoud: Thanks!  Range in the front is preferred anyway, so that will work great.


Edited by mase0ne - 31 October 2011 at 12:34pm
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mase0ne
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Quote mase0ne Replybullet Posted: 31 October 2011 at 9:52pm

Update:

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yrizoud
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Quote yrizoud Replybullet Posted: 01 November 2011 at 8:36am
One stylistic critic : note that this moves feels less powerful than a rush or something, more like an acrobatic way to trip opponents. I don't know if it's good for a beat-them-up where the fun is generally in direct confrontation.

Here is a roughly colorized version, because I feel it's easier to detect the volumes . This made me realize that the character gets a bit smaller during the animation, except frame 13 where he's almost bigger than idle, so I shortened the legs of frame13.
I also felt that the pants got really tighter throughout, so in many frames I colored outside the lines to compensate.
(Oh and replaced frame 1 by the one from your first post, without color-reduction)


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mase0ne
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Quote mase0ne Replybullet Posted: 01 November 2011 at 10:29am
Thanks again man!  I'll use these as the flat layer when I'm rendering, and make the adjustments then.
Originally posted by yrizoud

One stylistic critic : note that this moves feels less powerful than a rush or something, more like an acrobatic way to trip opponents. I don't know if it's good for a beat-them-up where the fun is generally in direct confrontation.
That's a good point.  We actually have an "evade/dodge" move (up+up or down+down) that I'm not too happy with.
I'll see if the developer can make this a dodge and strike move.  Then we can replace it with the windmill.
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mase0ne
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Quote mase0ne Replybullet Posted: 02 November 2011 at 6:49am
Latest:
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mase0ne
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Quote mase0ne Replybullet Posted: 04 November 2011 at 11:06pm

Update.  We decided not to make it an evade move, so I'm sketching in some FX.   Made some slight fixes to the character as well.

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Quote Friend Replybullet Posted: 04 November 2011 at 11:11pm
How and why would you evade an attack with a mini break dance move?  Just curious
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mase0ne
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Quote mase0ne Replybullet Posted: 04 November 2011 at 11:20pm
It's a level change movement  (Key sequence = Up+Up or Down+Down).  Basically a dodge...especially handy for dodging bullets and projectiles.  The tricky part is finding a movement that works dodging upward and downward.
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mase0ne
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Quote mase0ne Replybullet Posted: 22 November 2011 at 11:16am
Here's the final version. 
 
 
With background (shadows will be added by the game engine):
 
Thanks for the help, folks.
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Gecimen
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Quote Gecimen Replybullet Posted: 24 November 2011 at 3:55am
Awesome. Why not add the transparent one to the gallery?
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mase0ne
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Quote mase0ne Replybullet Posted: 25 November 2011 at 10:25am
Thanks.  I regularly use NPA elements (here, the FX), which aren't allowed in the gallery.
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yrizoud
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Quote yrizoud Replybullet Posted: 25 November 2011 at 10:36am
The pants get a darker outline during the animation than in the idle stance!
Oh, and the forearm straps are not detailed yet.
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