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Posts : 335 Join date : 2018-08-16 Age : 30 Location : México
Subject: HUNK from Resident Evil released! July 30th 2019, 1:14 am
I've finally finished this little project, HUNK from the Resident Evil franchise. I never liked how the original sprites looked so ugly so i wanted to create a whole new sprite set made entirely by me from scratch more faithful to his actual counterpart instead of just a skinny Jill-like masked dude.
I also reworked his pallettes inspired by some of other elements from the games.
The character was originally created by wto38 and eventually recoded by Durancelleur to a MVC-style, which is the version i used. Keep in mind that i just made a sprite patch and fixed certain animations to fit with the new sprites but i didn't code anything since i don't know anything about such, it's just a visual update.
EDIT: I tried to add more intros but considering i terribly suck for coding i decided to give up. Anyway I managed to add a Run animation similar to the rest of the RE chars. Download this insignificant update if you want.
Last edited by Chris Monvel on July 6th 2020, 6:01 pm; edited 2 times in total
crosspotts1.0
Posts : 4988 Join date : 2013-04-15 Age : 32 Location : GLEN BURNIE maryland
Subject: Re: HUNK from Resident Evil released! July 30th 2019, 2:09 am
you rocked it good job
Shining
Posts : 5028 Join date : 2013-03-26 Age : 44 Location : Italy
Subject: Re: HUNK from Resident Evil released! July 30th 2019, 2:20 am
Great release... Thanks
alnyrd
Posts : 598 Join date : 2014-03-22
Subject: Re: HUNK from Resident Evil released! July 30th 2019, 3:16 am
oh yes!!! finally.. capcom sprite of Hunk!!!
carpa5
Posts : 1388 Join date : 2012-06-04
Subject: Re: HUNK from Resident Evil released! July 30th 2019, 6:30 am
I LIKE THANKS FOR SHARING
Doom
Posts : 10512 Join date : 2014-08-22
Subject: Re: HUNK from Resident Evil released! July 30th 2019, 6:43 am
Thanks !!
Muchas gracias bro !!
LESSARD
Posts : 2221 Join date : 2016-06-19 Age : 45 Location : In your wildest mugen Dreams
Subject: Re: HUNK from Resident Evil released! July 30th 2019, 8:49 am
Cool job bro. Just some feedback: In some normal attacks animations (mostly the standing kicks) looks misaligned. Check this info i took from a O Ilusionista mini tutorial:
(This tutorial is engine independent, so it will work for anything)
Something constant in Mugen and OpenBOR characters is sprites alignment problem, which makes the animation look strange and makes the attack lose efficiency.
This is due to the wrong use of the Point of Support (or pivot point, anchor point), which is the point used to align the rest of the animation - and in real life, it is where the character anchors the body weight to perform the attack).
Generally, we use 3 types of fulcrum: - Front (when using the front leg as support) - Central (using the barycenter or middle of the body) - Rear (when using the leg - or any other member that goes back)
You can still use a movable point, but it is valid for specific times and is complicated to work with.
In the images below, I'm using an animation from a Mugen character I used as an example to give feedback to the creator, Mazemerald. It's the same animation, with the same frames and frame delay - the difference is the foothold.
Compare both versions. Its the same animation, with just axis change. Original at left - improved at right
What are the benefits of this? - The attack gained more range - The animation gets more fluid
I hope to this info help you to improve your quality. Besides this you have made a great job. Congratulations.
Tsuyoi
Posts : 847 Join date : 2013-07-09 Age : 29 Location : Brazil
Subject: Re: HUNK from Resident Evil released! July 30th 2019, 7:52 pm
Whoo
It's been a week since I searched for this project and saw it never get an updated.
Well, here we are with and amazing final result
galactus
Posts : 1308 Join date : 2012-05-30 Age : 41 Location : warrington (uk britain)
Subject: Re: HUNK from Resident Evil released! August 1st 2019, 5:43 pm
Wow, what a great surprise release ..I have just tried Hunk out as well and the sprites are beautiful, his movements are very fluid, I also love his moves too, I like this Hunk a lot personally, (reminds me of the Resident Evil 4 version that was a playable character in the mercenaries bonus game) ..Great Job
well done Valentine Wong also congrats on the release and many thanks for this Hunk with brand new sprites very, very much appreciated
cheers Valentine Wong
oh, and nice palettes by the way ..I think the Gray and Black are my two favorites
CAMARAO
Posts : 703 Join date : 2012-07-07 Age : 35 Location : Portugal
Subject: Re: HUNK from Resident Evil released! August 2nd 2019, 1:06 pm
great work my friend!!
i like the new sprites you done
really nice work
my feedback is exactly the same as lesard said
hope see more of your resident evil works
Mazemerald
Posts : 3999 Join date : 2012-12-10 Age : 28
Subject: Re: HUNK from Resident Evil released! August 2nd 2019, 2:18 pm
Keep the good work friend.
Aeon07
Posts : 205 Join date : 2014-02-11 Age : 37 Location : Time chamber
Subject: Re: HUNK from Resident Evil released! August 3rd 2019, 6:44 am
Excelent Hunk sprites not same Solid snake!! Great work!!
Chris Monvel
Posts : 335 Join date : 2018-08-16 Age : 30 Location : México
Subject: Re: HUNK from Resident Evil released! August 3rd 2019, 11:35 am
LESSARD wrote:
Cool job bro. Just some feedback: In some normal attacks animations (mostly the standing kicks) looks misaligned. Check this info i took from a O Ilusionista mini tutorial:
(This tutorial is engine independent, so it will work for anything)
Something constant in Mugen and OpenBOR characters is sprites alignment problem, which makes the animation look strange and makes the attack lose efficiency.
This is due to the wrong use of the Point of Support (or pivot point, anchor point), which is the point used to align the rest of the animation - and in real life, it is where the character anchors the body weight to perform the attack).
Generally, we use 3 types of fulcrum: - Front (when using the front leg as support) - Central (using the barycenter or middle of the body) - Rear (when using the leg - or any other member that goes back)
You can still use a movable point, but it is valid for specific times and is complicated to work with.
In the images below, I'm using an animation from a Mugen character I used as an example to give feedback to the creator, Mazemerald. It's the same animation, with the same frames and frame delay - the difference is the foothold.
Compare both versions. Its the same animation, with just axis change. Original at left - improved at right
What are the benefits of this? - The attack gained more range - The animation gets more fluid
I hope to this info help you to improve your quality. Besides this you have made a great job. Congratulations.
Ohh you're right! I never noticed that. I'll keep it in mind for an eventual update. Thank you so much for the advice.
Chris Monvel
Posts : 335 Join date : 2018-08-16 Age : 30 Location : México
Subject: Re: HUNK from Resident Evil released! August 3rd 2019, 11:39 am
@FlavioCamarao thanks a lot, pal. Same for you, can't wait for your RE works as well. Like i said before, i'm really hyped for the upcoming chars.
Chris Monvel
Posts : 335 Join date : 2018-08-16 Age : 30 Location : México
Subject: Re: HUNK from Resident Evil released! September 20th 2019, 2:18 am
@Aeon07 That's right! Those ugly Snake/Jill sprites were my first motivation to work on this project. Thank you!!