| M.O.D.O.K Forum WIP | |
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+36007 Fightfan Rjiggler ajrenalin rafhot Angelus_Silverhead ragnarok_333 wereda CosmicToxin Arkady tank402 skillfrank verz36 AM XXDreamBrotherXX wingnut madbomberxp flammableking O Ilusionista cravd galactus Mr.Ketchup RG_OP ZVitor YoungSamurai5 xCarnage Kaios kyoman H.U.G.E.2012 riklaionel Blagoy Hypersonic dev volzzilla JohnSpider96 Ax 40 posters |
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AM
Posts : 56 Join date : 2013-01-01
| Subject: Re: M.O.D.O.K Forum WIP January 13th 2013, 5:58 am | |
| Why Modok needs a rolling. He's not very agile. | |
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volzzilla
Posts : 10259 Join date : 2012-05-02
| Subject: Re: M.O.D.O.K Forum WIP January 13th 2013, 10:11 am | |
| this is looking amazing.
however, still hoping you'll pm me the full sprite sheet plz | |
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Ax
Posts : 3158 Join date : 2012-06-02
| Subject: Re: M.O.D.O.K Forum WIP January 13th 2013, 1:24 pm | |
| - AM wrote:
- Why Modok needs a rolling. He's not very agile.
Well the rolling idea is precisely why he needs it. He's not agile so him rolling would just be a good use of his size and shape. Look at Modok, he looks like a floating barrel To do the attack he would just need to turn off his jets and fall on his side to roll through the ground, like in that donkey kong game. It's not for evasion but for attacking, I think a good ground attack @volzilla, the sprite sheet is all over the forum, I've done nothing but put them in order. Also Modok is huge on a sprite sheet. It's hard to edit on there, I'll send you something through. | |
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Arkady
Posts : 1408 Join date : 2012-05-01 Age : 43 Location : Australia
| Subject: Re: M.O.D.O.K Forum WIP January 13th 2013, 2:09 pm | |
| I'm loving those gifs he seems to animate very well the only issue I see with them is how the effect is between the body sprites, but I assume that's just to show off the animation through a GIF, I'm sure the game play shows the effects as explodes ;-) | |
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Ax
Posts : 3158 Join date : 2012-06-02
| Subject: Re: M.O.D.O.K Forum WIP January 13th 2013, 3:11 pm | |
| Yes, the gifs are just for previewing. The actual gameplay demonstrates use of codes such as velocities, seperate animations with or without transparencies, and better animations durations with proper timing and supporting fxs and reactions. Though I can't say there won't be some problems Not too good at coding LOL But the gifs are just for previewing. | |
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Kaios
Posts : 55 Join date : 2012-06-22
| Subject: Re: M.O.D.O.K Forum WIP January 13th 2013, 6:28 pm | |
| I would replace that Cosmic Cube kick with the move from UMvC3 where the vacuum thing comes out and shoots the squarish laser.
Analysis Cube should be kept a special move IMO. There can be a bar for Intelligence, and the energy on his head can get bigger like MvC3.
I also think that the last standing punch should be replaced. It's like, this huge forcefield move for one punch o,o. | |
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Arkady
Posts : 1408 Join date : 2012-05-01 Age : 43 Location : Australia
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Ax
Posts : 3158 Join date : 2012-06-02
| Subject: Re: M.O.D.O.K Forum WIP January 14th 2013, 4:00 pm | |
| Cool, I am organizing a spritesheet for volzila at the moment. I refined the kicks a bit. The analysis cube thing moves up and down as it is floating forward and lifts up at the end of the attack. It can juggle the opponent. The laser fire now shoots 3 in a row. I would replace that stuff but I don't really have that other stuff mentioned to replace it with. Sprite it and it could be included. Some things I am not sure what to replace it with, but rest assured you'll be able to test him soon as an alpha and change it from there. Perhaps other creators could test it and try their hand at enhancing it. Some attacks should be replaced. I really only wanted to do the basics but the forums enthusiasm created many great attacks for MODOk so I have to include them, but nothing is set in stone. Much of it can be changed. Does anyone have a voice rip for MODOk? The jet flying mode is all ready apart of ironman's coding. Modok can fly allready Ironman was a good base for modok. When I get home I am gonna try the crouching kicks and jumping kicks. Though I really want the basic get hits done. That will require a little bit of scratch work and take a lot of time to do. | |
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CosmicToxin
Posts : 402 Join date : 2012-05-28 Age : 26 Location : Connecticut
| Subject: Re: M.O.D.O.K Forum WIP January 14th 2013, 5:45 pm | |
| thats great news! | |
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Ax
Posts : 3158 Join date : 2012-06-02
| Subject: Re: M.O.D.O.K Forum WIP January 15th 2013, 8:44 pm | |
| Okay the kicks are a little harder to do, though I started work on a crouching kick, here's a preview in progress, the rolling barrel attack [You must be registered and logged in to see this image.]Just 1 sprite rotated to create a rolling effect. [You must be registered and logged in to see this image.] | |
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flammableking
Posts : 2487 Join date : 2012-12-02 Age : 29
| Subject: Re: M.O.D.O.K Forum WIP January 15th 2013, 9:51 pm | |
| - Ax wrote:
- Okay the kicks are a little harder to do, though I started work on a crouching kick, here's a preview in progress, the rolling barrel attack
[You must be registered and logged in to see this image.]
Just 1 sprite rotated to create a rolling effect.
[You must be registered and logged in to see this image.] So Simple, Yet So Awesome!!! OvO | |
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flammableking
Posts : 2487 Join date : 2012-12-02 Age : 29
| Subject: Re: M.O.D.O.K Forum WIP January 16th 2013, 6:05 am | |
| Ya know what kind-of upsets me about Mugen?... In Tekken Tag Tournament: 2, there are, like... 54 characters, or one or two more than that... From one video-game franchise, no less... Yet, you're given the option of choosing 8 characters for both players' teams... In mugen, you can have COUNTLESS characters... Yet, you can only pick 4... Not 6, 8, or 10... Just 4. o.o | |
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cravd
Posts : 962 Join date : 2012-05-30 Location : Mexico
| Subject: Re: M.O.D.O.K Forum WIP January 16th 2013, 12:06 pm | |
| good rotation | |
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Ax
Posts : 3158 Join date : 2012-06-02
| Subject: Re: M.O.D.O.K Forum WIP January 16th 2013, 1:18 pm | |
| - flammableking wrote:
- Ya know what kind-of upsets me about Mugen?... In Tekken Tag Tournament: 2, there are, like... 54 characters, or one or two more than that... From one video-game franchise, no less... Yet, you're given the option of choosing 8 characters for both players' teams... In mugen, you can have COUNTLESS characters... Yet, you can only pick 4... Not 6, 8, or 10... Just 4. o.o
The next update in mugen is coming, though its been awhile, video footage of it shows the game capable of zooming in and out of the fight depending how close or how far you are from your opponent. I am sure the next easiest thing to do after that would be to increase the tag count. I'm surprised it hasn't been done yet from there recent releases. The newest mugen is crash free and the BGM with mp3s has been fixed among other stuff. It will eventually come, they might have mentioned something like it in their F.A.Q. or blog, you should check their webpage out. @cravd, Thanks, it could be done better though The MK rotation has 3 different sprite frames that are then flipped horizontally and vertically for a smooth transition. I may try that method after the first alpha release. For now this sorta works, I may have to slow down the attack to. | |
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Ax
Posts : 3158 Join date : 2012-06-02
| Subject: Re: M.O.D.O.K Forum WIP January 16th 2013, 8:29 pm | |
| Well the basic attacks are finishedl now, though no specials or hypers are done yet. The basic movements are done but the get hits, falling down, and blocking still need to be done. Still no sounds but the updates are very filling now. Some moves were changed. [You must be registered and logged in to see this image.]The rest is going to be hard because it will require scratch work. | |
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| M.O.D.O.K Forum WIP | |
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