New animations 2

Kick has to be for reno as well, even if it's not allowed by fighting rules.
 
You know. The advantage of such old 2d with few details was, that you don't have to show every detail to the player via graphic. Almost everything is done via text. :>
 
Lexx said:
Kick has to be for reno as well, even if it's not allowed by fighting rules.
Yep the kick is also required…if you do kick in the ring at New Reno you will be disqualified…if your speech is high enough you can get little Stewart Little to reinstate you as a boxer, otherwise your screwed and cant box any more. It will look so cool having the dude kick someone with the boxing gloves on… :wink:
 
not to be rude or anything, but is there anything in the works on removing the CA helmet, and maybe implementing a non-helmeted black CA longhairdude, deafaultdude and defaultchick? just wondering.
 
Demonslayer said:
Looks like a mechanic :o

It kinda does, isn't it? I find i like this particular re-colour... so i'll be making it (for npc's), no black belt though as it would have to be done manually...

Lexx said:
Somehow. But the conversion is bad quality.

Why do you say that? Is it because of those 3 or somethin' black pixels in the 02 direction?

Lexx said:
You know. The advantage of such old 2d with few details was, that you don't have to show every detail to the player via graphic. Almost everything is done via text. :>

Hehe, true that.

Gordulan said:
not to be rude or anything, but is there anything in the works on removing the CA helmet, and maybe implementing a non-helmeted black CA longhairdude, deafaultdude and defaultchick? just wondering.

Afaik, no, nothing like that is on the works.
 
x'il said:
Why do you say that? Is it because of those 3 or somethin' black pixels in the 02 direction?

Somewhat, yes. The black "outline" is flickering on movement. Might be that this is in the original model as well, but there it isn't very obvious.

But maybe it's just these two animations...
 
Lexx said:
Somewhat, yes. The black "outline" is flickering on movement. Might be that this is in the original model as well, but there it isn't very obvious.

Hmmm... yeah, i suppose it's because of the colour; the blues are dark enough to conceal most of the flickering which is not the case in the contrast between this light gray and the black.

Lexx said:
But maybe it's just these two animations...

Pretty much, the other directions seem ok, whereas the 02...

I'll try with the HF animations for that direction to see if there's any difference (this were done using the NF - the ones without the '13'). :shrug:
 
Thanks for the help (in another thread, but I figured it was better to move back to this one?) .Pixote!

Before doing any more work on animating V13 Redhead, I want to make sure I'm actually doing this right, though!

http://www.mediafire.com/?yu4r90p6lhwb2zp
(I started on the small gun/pistol animations as a "test run")

(how are folks making uploadable (GIF?) versions of their FRMs to show off, incidentally... I found a program called frm2gif but it crashes whenever I try to convert one of my FRMs).

Also, what's the easiest way to get these working in the game engine so I can see if they look good or awful at full-size?
 
Yep! It's good!
When you are finished with this set, you should be able to make the I submachinegun one very easily, juste past the H model on it and rub to make the gun appear.


(how are folks making uploadable (GIF?) versions of their FRMs to show off, incidentally... I found a program called frm2gif but it crashes whenever I try to convert one of my FRMs).
To show off, we use titanium, also very useful to browse your critter
http://teamx.ru/node/204


Also, what's the easiest way to get these working in the game engine so I can see if they look good or awful at full-size?
Just put your frm in the data/art/critter directory, add the names of the frm on the .lst, should be ok. Of course you need to give her a gun trough the mapper.

But, if you want to test it realy realy quick, rename your files as HFJMPSXX, and put it in the Critter directory. They will serve as patch for the default chick player model. When you use a gun, she will appear as a redhead. When the test is over just remove the files from the critter directory.
 
She looks pretty good – but be careful the critter doesn’t slide on the floor when firing the weapon…as well her head seems to jump up 1 pixel when she fires the weapon. With a critter like this I will try to align the frames in the layers in PS so they are in perfect position, that way I can turn off the layers to check her head between layers. This red head is a good choice because quite a few animations have already been built, but don’t forget to add a gun flash to her face when the weapon discharges – do it on a separate layer so you don’t alter the original artwork, who knows if you need to grab this head again and place it on her somewhere else.

YOdDD.gif
. . .
8gHiP.gif
 
Great work, banjo. Pixote and Gray have some good advice there.

Also - don't forget to be very organised with your files. I usually create a 'master template' PSD file that has many orientations of the head (the lovely pony redhead in your case) on different name layers. Then when i need a particular head, i:

1) select the particular head you need by its layer,
2) 'copy all' (ctrl-c on windows)
3) select frame you're working on
4) then ctrl-v in the frame,
5) position the head,
6) make any adjustments (rotate, skew, transparency etc)
7) flatten image (ctrl-e)
8) save (ctrl-s)
done

Any questions just ask - and keep up the good work!

@x'il - I like the Nightkin. Your re-colouring work is a great way to add variety without tons of frame-editing laboring. Do you have some cool workflow process you've developed to de-compile and re-compile the frames?
 
Long, red hair? Sounds familiar (my first post, here at NMA, by the way :o). Combat Armour, without helmet, long red hair and Guass Rifle is looking so damn sexy. Too bad original devs didn't bother to implement layered sprites - without them 2d can't win the competition with 3d for me :?
 
@banjo_oz

A good beginning, yes. The fire animation above looks a little stiff though... try not to use the same head over various subsequent frames in 'heavy movement' animations, instead rotate, skew, etc, the 'new' head to try to make it fit the position of the 'old' head below as much as posible for better effect.

EDIT: also, what the heck? no one liked the mutie? :(
 
x'il said:
EDIT: also, what the heck? no one liked the mutie? :(

The mutie is nice…I had to check the original to compare the actual colors, but yeah he’s good. What would be great is a couple of new super mutants, like the double minigun mutant…more unique looking characters – maybe a special version for Melchior…if only critter building didn’t take so long. Yesterday I worked on one animation that had 21 frames + x 6 directions = 126 (x 2 for masking) = 252 layers…and that was just one animation. :shock:

NA2RAL said:


Double pistol looks cool…now you need to do the rest of the critters… :wink:
 
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