Another portrait for this series. This time Feliro. At some point I'll probs also do a pixel art styled render set of them too, but I'm having fun using these as a flow and speed practice project of sorts.
Testing out allowing Mango to use his grab to snatch and pocket projectiles Villager(Smash) style. Still a lot to do here, but a good start. I will probably incorporate use of the projectile into what will eventually be his new power button Special.
Projectile synergy time! Aurumo his PyroBurst special back after experimenting with other stuff. Wanted to start adding in fun gimmicks like this. Any of his fire-based normal/special used on his CryoSphere now turns it into a spray. His ice-based moves still don't effect it.
Fun fact: The current ice-spray hit sound was sampled from a streamer throwing a controller. I need to sample more of them for hit sounds. I think it's funny.
Was reluctant to give Feliro a projectile. Figure making it slow to use helps keep in check. (I let it OTG juggle extend). Feliro is Fox-Pikachu now.
Placeholder anims. Borrowed Aurumo's CryoSphere for the projectile.
He is pretty much figured out. Celebratory dash-dance.
Just realized I never shared this here. This is an idle I made for my character Svasha. I feel like there's a few things I coulda done a lil bit nicer, but I spent enough time on it for the time being.
@BazArtDump Yeah, this is a very old clip. It's been a hot minute since I popped the program open again. I know they made a lot of improvements, so I gotta tinker with it again soon.
About as far as my patience let me get in Smack Studio after a few hours picking at a Svasha model. My depthmaps keep resetting, I might not have fit my sprites correctly. 2 Crashes. My rig is a total mess. lol.
Still, I like what this seems capable of.
Been a hot minute, been focusing on life stuff a bit. But, I do live and have been quite well! Posted over on FA and some group chats. Figured I might as well break my silence here too.
So, here's a random practice digital painting of Shiren.
After much consideration and taking a burnout break, I think the system I will build the beat'em-up around is a fixed lane system, with controls built closer to what I originally designed around.
For special inputs, I may do a hybrid simple button/command input.
Being petty near Tail Island, Antarctica on wplace after my Tails drawing was grieved by erasing out his face. Drew a fat blunt in the mouth of the Tails loaf the griefer contributed too. Wish I screenshot that.
I now haunt & will retaliate with lawful-evil edits if grieved. >:3
Made a Shiren doodle on wplace. Not too far from my Jeibu doodle I showed earlier. Someone painted them eyes in there while her construction was like halfway in. Hahah
Got most of the base code down for a replacement for the default lifebar system. Something more modular for beat'em-up purposes. The enemy target display is still a lil finicky but this is a good start. Gonna disable the default soon, probs just keep the timer.
@Fallen_Arts_ Funny thing is that I do intend to reference exactly that with another character, Zandur. Since the command structure change for beat'em-up, I'm probs gonna make it a charged move like in this, with an extra timed button press to "perfect" it for Zandur.
Some work Moving Aurumo over to the beat'em-up format. Pretty good start. Combo, charged attack, throws dummied up. Gave him Max rules for jumping while holding an enemy, rather than Gejhi's jump release.