collapse

Author Topic: DekaMaster/Doggie Kruger  (Read 13130 times)

0 Members and 1 Guest are viewing this topic.

Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #125 on: May 07, 2008, 06:59:07 PM »
I cannot beleive it's been this long since I posted about this project. :-[

As I hinted at before, the point I'm at now is the sword attacks. I figure that now is just as good time as any to give you all some insight as how I'm going about it ;).

Please observe this picture I threw together:


The first frame you see is my Hayato baisis.. the sprite pack I'm using has the sword effect as part of the sprites, behind the body. Now, the first step I did was pallette Hayato close to the colors I'm using for DekaMaster. it makes him look "freaky" but that's okay. You'll notice here that I have two increase points too.

The second frame is my edit to turn Hayato into DekaMaster, sword effect still part of the sprites. However, what I want to do is separate the effect, so I can overlay it over him with a transparency. You may be wondering, why don't I find a sprite pack of Hayato with the effect removed to make it quicker? Actually, I need to do it this way, as certain frames need to have the helmet "cut out" on the effect, so when aligned properly, the effect, although you'll see through it, doesn't cover the face.

So, then the final two sprites pictured here shows DekaMaster separated from the effect (note I still need to put D-Sword Vega in) and the effect itself (painted over the leg area so the effect goes over it.)

I have to do this with almost every frame of his sword attacks. It's time consuming, but the overall effect it should give once I finish the animations will be worth it (at least, that's what I'm hoping.)

So, at this point all bare bones basics (minus swordd attacks) are in. Vocals are ripped from the show and in, and I'm quite satisfied with they're placement. I have some excess that I may use once I get other attacks in (Like Vega Slash, for instance)

I have pretty much thrown out the idea of strikers (My apologies if you were expecting them :-[) at the moment because of the heavy detailed ammount of spriting I have left to do with this project. At the most, I may include Murphy (a Murphy cannon attack super perhaps? at this point I'm not sure).
« Last Edit: May 07, 2008, 07:04:13 PM by The Great Matsutzu »


Offline Sabaki

  • Theory Coder
  • IMT Content Architect
  • *
  • Posts: 2489
  • Country: United States us
  • Last Login:December 28, 2014, 03:28:33 AM
  • Busy, as always
    • Wikipedia - Sabaki's Page
Re: DekaMaster/Doggie Kruger
« Reply #126 on: May 07, 2008, 08:19:18 PM »
Wish I had the time & patience to edit sprites like that. Maybe I could add more original stuff to my characters  :(

We all know you're working hard on your stuff, for you haven't disappointed us yet. I'm 100% sure Dekamaster will be a very good character once he's released. Even if you can't get all the strikers in before the release, you could always update Dekamaster and add them later, right?

Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #127 on: May 08, 2008, 08:18:32 AM »
That's a possibilty too, Sabaki. As it stands now, I just don't want to have to sprite the other rangers to the series, because they'd be just as difficult to edit as DekaMaster.. and I wasn't really happy with any of the previous sprites I did of them. Even though he's not close to release yet, I don't want the strikers to be a hold up.

Oddly enough, WereGarurumon's sprites weren't as time consuming to edit.  :-?? The only character that I have done in the past that took this ammount of time to make the sprites for was Aeris, and even hers went faster than Doggie's are coming.  :-[  I blame the arm and leg gauntlets, they take me forever to get to the point I'm satisfied with them in each frame... ;*))


Offline oohwhap

  • Initiate
  • **
  • Posts: 17
  • Last Login:June 25, 2008, 10:18:51 PM
  • My inspiration is what make me strived to the top
    • King Oohwhap
    • Email
Re: DekaMaster/Doggie Kruger
« Reply #128 on: June 24, 2008, 12:01:45 PM »
i hope he be ready in time for my new pr game project i'm workin on

Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #129 on: June 24, 2008, 04:25:55 PM »
He's taking me quite a bit of time, unfortunatley. I recently finished the light crouch attack. I've been spriting the next one a bit today (although I had to go out and thus, didn't spend the time I wanted to yet on it)

Here's a sneak peak on the most recent attack:


Unfortunatley, at the moment I seem to be averaging an animation a week. It's certainly a little slower than I want to be going. o.O# It's my own fault, I am way to perfectionistic/detail-oriented with this character.


Offline Jelux Da Casual

  • of the Old Guard
  • Infinity Administrator
  • *
  • Posts: 5325
  • Country: United States us
  • Last Login:November 12, 2024, 05:06:37 PM
  • 7/18/11 - Death of a Legend
    • JeluxDaCasual
    • Email
Re: DekaMaster/Doggie Kruger
« Reply #130 on: June 24, 2008, 05:30:19 PM »
He's taking me quite a bit of time, unfortunatley. I recently finished the light crouch attack. I've been spriting the next one a bit today (although I had to go out and thus, didn't spend the time I wanted to yet on it)

Here's a sneak peak on the most recent attack:


Unfortunatley, at the moment I seem to be averaging an animation a week. It's certainly a little slower than I want to be going. o.O# It's my own fault, I am way to perfectionistic/detail-oriented with this character.

You know what, take as much time as you need. As a Huge fan of DekaRanger and S.P.D., I consider it well worth the wait to get everything you want done.
(ಠ_益ಠ) (~_~) CAPCOM
    Fyro^                 ^Me
\(゜0゜)/  (╯°Д°)╯彡WOƆԀ∀Ɔ
(╯^_^)/*\(^o^╯)       WOƆԀ∀Ɔ

Offline Sabaki

  • Theory Coder
  • IMT Content Architect
  • *
  • Posts: 2489
  • Country: United States us
  • Last Login:December 28, 2014, 03:28:33 AM
  • Busy, as always
    • Wikipedia - Sabaki's Page
Re: DekaMaster/Doggie Kruger
« Reply #131 on: June 24, 2008, 05:32:55 PM »
Yukkuri, ne. Yukkuri  %%-

Take your time. It'll be worth the wait  ::salute::

Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #132 on: June 24, 2008, 06:34:21 PM »
Thank you, guys! I've been very passionate about this project, despite loosing a month here and there at times (particurally in March-April, where I froze up due to nervousness at the thought of doing the sword slashes). I hope his quality shows once I release him, and no one will be dissapointed. [-O<

Edit: Ah! I just realized my WIP video that Acey posted at YouTube was lost on the day we lost some forum posts. Here it is again, if you missed it:

[youtube=425,350]y3-rOCeycAM[/youtube]

There is also one sword slash not shown in this video:

« Last Edit: June 24, 2008, 06:41:35 PM by The Great Matsutzu »


Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #133 on: July 05, 2008, 10:36:58 AM »
I've been busy continuing to sprite this project (as always :P) so I thought I'd give you all a sneak peak at some of the most recent animations:







The winpose was one of the toughest, as I had to create a completley custom animation of Doggie putting the sword away, then the helmet fading. It's 11 frames. Of course, the sprites are much clearer in the real deal (just the pictures here).


Offline Sasuke-kun

  • Presea Fan and
  • Global Moderator (out of the office)
  • *****
  • Posts: 1185
  • Last Login:October 18, 2013, 01:26:43 PM
  • 50% output should be sufficient...
Re: DekaMaster/Doggie Kruger
« Reply #134 on: July 05, 2008, 12:39:15 PM »
Behold the power of Dr. Matsutzu!!! XD||
Lloyd: Presea, no one can stand against your axe!!!
Presea: The enemy has been defeated. We should move on.
Lloyd: Cold...


Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #135 on: July 19, 2008, 12:19:07 PM »
I've been *really* busy at my summer job, so I haven't gotten quite as much done here as I would like. However, here's two new animation shots:





I probably still need to do another crouching, standing and jumping sword basic for the third punch button. After that, I'm gonna move to the specials, probably starting with the sniper gun move. I assume that will have to be a completley customized anim.  :O*D


Offline Jelux Da Casual

  • of the Old Guard
  • Infinity Administrator
  • *
  • Posts: 5325
  • Country: United States us
  • Last Login:November 12, 2024, 05:06:37 PM
  • 7/18/11 - Death of a Legend
    • JeluxDaCasual
    • Email
Re: DekaMaster/Doggie Kruger
« Reply #136 on: July 22, 2008, 10:23:34 AM »
I've gotta say, there is a hella lot of work going into DekaMaster. I hope you've got the resolve to finish, and hope nothing interferes too much much so that you can finish him.
(ಠ_益ಠ) (~_~) CAPCOM
    Fyro^                 ^Me
\(゜0゜)/  (╯°Д°)╯彡WOƆԀ∀Ɔ
(╯^_^)/*\(^o^╯)       WOƆԀ∀Ɔ

Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #137 on: July 22, 2008, 05:26:23 PM »
Don't worry! I'll certainly finish him, even if my progress gets delayed at times or has to be somewhat slow. This is one of my favorite characters, and I really want to make sure he's ported to Mugen.  :P

I've probably said it before, but this is certainly my most extensive sprite edit I've done. ;*))


Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #138 on: September 09, 2008, 09:56:05 AM »
This one was the hardest of all the animations I've sprited thus far:



Between oddities with the sword (had to really pay attention to the way he swung it in the show) and the hectic-ness of my schedule, spriting this move took about a month. :-[

I have two more basic attacks to complete, then I'm *finally* moving on to the specials. So, this is far from a dead project.. just a slow one. ;)


Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #139 on: October 08, 2008, 08:09:26 AM »
Basic attack animations are (finally) done:





I'll probably be moving to finishing the intro next, after that I'll begin spriting the specials. :thumbsup:


Offline Sabaki

  • Theory Coder
  • IMT Content Architect
  • *
  • Posts: 2489
  • Country: United States us
  • Last Login:December 28, 2014, 03:28:33 AM
  • Busy, as always
    • Wikipedia - Sabaki's Page
Re: DekaMaster/Doggie Kruger
« Reply #140 on: October 08, 2008, 02:52:47 PM »
YES! Glad to see that you're progress is going smoothly, even if updates are taking time. Myself, along with everyone, is looking towards Dekamaster's completion  :)

Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #141 on: October 08, 2008, 03:37:14 PM »
Thank you, Sabaki ! :)


Offline Jelux Da Casual

  • of the Old Guard
  • Infinity Administrator
  • *
  • Posts: 5325
  • Country: United States us
  • Last Login:November 12, 2024, 05:06:37 PM
  • 7/18/11 - Death of a Legend
    • JeluxDaCasual
    • Email
Re: DekaMaster/Doggie Kruger
« Reply #142 on: October 08, 2008, 07:03:54 PM »
Still going, nothing outlasts the DekaMaster!
(ಠ_益ಠ) (~_~) CAPCOM
    Fyro^                 ^Me
\(゜0゜)/  (╯°Д°)╯彡WOƆԀ∀Ɔ
(╯^_^)/*\(^o^╯)       WOƆԀ∀Ɔ

Offline George Costanza

  • Infinity Regular
  • ****
  • Posts: 1925
  • Last Login:March 20, 2010, 08:55:01 PM
  • You can stuff your sorries in a sack, mister!
    • Heavy Metal Mugen
    • Email
Re: DekaMaster/Doggie Kruger
« Reply #143 on: October 11, 2008, 03:49:08 AM »
welcome back

but um u should change up his stance can tell it wa done off hayato  :-??

Offline The Great Matsutzu

  • Global Moderator (out of the office)
  • *****
  • Posts: 559
  • Last Login:April 17, 2009, 10:03:33 AM
Re: DekaMaster/Doggie Kruger
« Reply #144 on: October 12, 2008, 08:40:55 AM »
Ah, I thank you for the opinion on that. Unfortunatley, he's so far along now, I worry the change in the stance would cause the effects of going back from attacks to stance to not look accurate. There is some different movement in the stance compared to Hayato (the body does not shift the same way, and the leg movement is different), but then again, I'm not really trying to hide/disguise the Hayato basis...

If that makes sense   ;*))


Offline UltraRoboninja

  • Contributor
  • ****
  • Posts: 689
  • Last Login:July 13, 2024, 03:03:11 PM
Re: DekaMaster/Doggie Kruger
« Reply #145 on: October 12, 2008, 11:12:59 AM »
This guy looks so cool. He's probably gonna be your best character yet TGM. Take your time on him man, there's no deadline here.  :thumbsup:

"A wise man speaks because he has something to say; a fool because he has to say something."
-Plato

Offline WhiteRanger

  • New Member
  • *
  • Posts: 2
  • Last Login:February 16, 2009, 07:57:02 PM
  • White Tiger Power
    • Email
Re: DekaMaster/Doggie Kruger
« Reply #146 on: February 15, 2009, 04:57:12 PM »
keep up the good work i would love to see him finish.
christopher moore

Offline M_Tony

  • Initiate
  • **
  • Posts: 87
  • Last Login:Today at 02:38:31 AM
Re: DekaMaster/Doggie Kruger
« Reply #147 on: February 16, 2009, 05:35:14 AM »
Necro bumping is frowned upon here, buddy. The last post was four months ago.

G Lux: He's right, necrobumping is a no-no here.

Locking for now, but this is far from over.
« Last Edit: February 16, 2009, 11:23:30 PM by G Lux of the A.H.K. »
Currently playing Wario Land: Shake It!, Lego Batman DS, and Kirby Superstar Ultra.

Tags:
 


* IMT Facebook

Help us by Donating!

IMT Discord

Join us at our Discord! Click the image below!

* IMT Shoutbox

Sorry, this shoutbox does not exist.

* Recent Posts

D2TD VS Showcase Thread by D2TD
[Today at 09:12:03 AM]


Marvel vs. Capcom: Eternity of Heroes REMAKE Game Update 1.3.0 - N.A.O.H. by LightFlare
[November 21, 2024, 09:44:09 PM]


Terrordrome: Rise of the Boogeymen Extended Version ( jeepers creepers) version by leonardo
[November 19, 2024, 10:22:47 PM]


Hill of the Nameless(1.1 Only) by Vegaz by LightFlare
[November 19, 2024, 10:50:39 AM]


Golden Axe Returns by gokudo99
[November 19, 2024, 03:59:31 AM]


Barkley Shut Up and Jam! Stages by Vegaz by LightFlare
[November 12, 2024, 11:26:21 AM]


[BOR] _Avengers United Battle Force_ by O Ilusionista
[November 11, 2024, 12:35:24 PM]


Eternal Lament Stage 1.1 & 1.0 by O Ilusionista
[November 11, 2024, 12:34:54 PM]


MatreroG's Stages W.I.P. Concepts by MatreroG
[November 11, 2024, 07:00:56 AM]


Spooky House(1.1 Only/AIGS) by Vegaz by LightFlare
[October 31, 2024, 11:31:36 AM]

* IMT Calendar

November 2024
Sun Mon Tue Wed Thu Fri Sat
1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
[24] 25 26 27 28 29 30

SimplePortal 2.3.5 © 2008-2012, SimplePortal