Spawn mugen archive5/18/2023 ![]() ![]() minor artistic tweaks to standing anim to make him look like less of a hulk. Nice as a float to get over projectiles, or dashes especially when done from super jump. Just at different speeds depending on the button pushed to trigger it. ![]() changed velocities of drill cape, so it moves at the angle it looks like it's supposed to, added more range and velocity to the hell chains added green flames to spawn during necroplasma hyper adjusted tics of axe spin, so it spins faster, and pauses at end,Īs well as hits on the downward sweep of being swung made projectile less transparent, and fade to transparent upon exploding added frames into jumping med kick, jumping weak kick, and jumping weak added just a little forward velocity to fierce uppercut added new frames into 'comming down from forward/back jump' frankensprited in 3 new frames to crouching low kick changed crouch to stand and stand to crouch anims ![]() combined weak and medium punch into a 1 2 combo, demoted fierce to medium, andĪdded in a new lunging straight arm fierce got rid of lame weak kick (moved it to air kick actually), added a grizzly knee stompĬombo for fierce kick, and downgraded the old medium and fierce to weak and medium added new frames to backflip kick special to smooth out animation, and 2 new clsn added new frame at the end of light kick so his standing leg actually moves realigned all basics and crouching basics so foot positions hold as much as possible changed jump.neu from -9 to -10.5 and airjump.num to 1 added 'air attack fall' sprite to neutral jump anim changed jumping back and forward sprite from 43,1 44,1 to 105,0 & 100,0 changed falling back and forward sprite from 41,1 & 42,1 to 100,0 and 105,0s touched up win pos, by cycling anim backwards at end to get rid of clip. realigned all sprites, so he actually stands on the zoffset. changed the time it stays on connect frame to added in a frame from crouch turn into crouch med kick to complete the this looks much better, and makes more sense. It pause on the blurred frame for 10 tics, it pauses on the ones with On anim frames with 'motion blur' drawin into pic, instead of having moved all crouching turn, guard, hit and attack anims forward to adjust (increases the range of his low attacks, and breadth of his strategy.) This meant removing 1 out of place sprite to make it less choppy,Īnd moving the crouch anim forward 10 pix.Īlso tweaked the timing of each frame, to make it a bit quicker. tweaked stand to crouch and crouch to stand anim to keep foot positions Dropped the 'hands up' walking back anim, and replaced it with Changed starting position of walk anims so they flow from standing, and realigned Well anyway, here is the change log at the moment. I'm kind of new to coding mugen characters, but I have a lot of experience coding in general. Please let me know what I can do to make him better too. So here is what I've done for him so far. He felt sort of clunky and rigid, lacked a bit of fluidity. Basically I felt like the sprite work was fantastic, a lot of theĬoding kicked ass, the ideas were solid, but some of the animating, and just a few small things derailed the project just a bit. Ok, I made lots of changes to this character. ![]()
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