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Author Topic: MVsC Quasar  (Read 1297 times)

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Offline bdcirck

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MVsC Quasar
« on: October 22, 2008, 01:09:47 PM »
I am working on a MVSC Quasar and I am thinking about turning the character into a open/ public project, Due that i don't have mutch time to work on him and i don't want to turn it into a project of more then half a year. if enough people are intrested i will turn it into a open/ public Project.

Edit: I think i wasn't compleetly clear with my idea. I still want to be involved in creating the character and i want to make it public / open so that other people can contribute / help with spriting, scripting,  adding sound and every thing else that is required to make a great character  ;D.

Below some images, for those who don't know who quasar is.







« Last Edit: October 22, 2008, 01:28:09 PM by bdcirck »



Offline Orochi Gill

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Re: MVsC Quasar
« Reply #1 on: October 22, 2008, 01:30:52 PM »
Those animations are extremely jerky and seem really misaligned. The idle stance doesn't even loop propely.
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Offline bdcirck

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Re: MVsC Quasar
« Reply #2 on: October 22, 2008, 01:40:48 PM »
Quote
Those animations are extremely jerky and seem really misaligned. The idle stance doesn't even loop propely.

If you are suggesting that i really need help then I totaly agree  ;D.

Offline Weapon x program

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Re: MVsC Quasar
« Reply #3 on: October 22, 2008, 02:09:45 PM »
DEANJO 2000 is working on quasar you should ask his help. I always thought quasar was thinner.  :P

Offline aPoCaLyPsE

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Re: MVsC Quasar
« Reply #4 on: October 22, 2008, 03:57:18 PM »
I like how you did the cape. Interesting character, whats the progress? As for the stance, try added the sprites in reverse after the animation is complete to steady his movements. 

I played with your anim and added the first 4 sprites in reverse after the 5th (final sprite) of your original animation to see the difference.

Yours is first, the edit is 2nd.


The cape may still need some editing, but at lease you have a steady body base to build on.

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Offline danniel

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Re: MVsC Quasar
« Reply #5 on: October 22, 2008, 06:50:04 PM »
quasar is thinner than that and this looks WAY too much like cable
changing his face couldve helped
you just made him blond

Offline Acey

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Re: MVsC Quasar
« Reply #6 on: October 22, 2008, 07:02:50 PM »
This is a great start on a character. Congrats on getting this far even. Your first animations are comming out great. Ignorning the alignment issue (because that can be fixed easily as the character is programmed) you have enough frames for solid walk and stance animations.

I definately agree with Daniel, one thing you will need is a new head for your Cable turned into Quasar. Seriously, great beginning you have here.

Offline Uche_of_IMT

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Re: MVsC Quasar
« Reply #7 on: October 22, 2008, 07:11:28 PM »
This is a great start on a character. Congrats on getting this far even. Your first animations are comming out great. Ignorning the alignment issue (because that can be fixed easily as the character is programmed) you have enough frames for solid walk and stance animations.

I definately agree with Daniel, one thing you will need is a new head for your Cable turned into Quasar. Seriously, great beginning you have here.
Not only does Quasar need a new head, he also needs a new body. Cable is much too muscular to be an appropriate bodt for Quasar.
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Offline aPoCaLyPsE

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Re: MVsC Quasar
« Reply #8 on: October 22, 2008, 07:57:11 PM »
This is a great start on a character. Congrats on getting this far even. Your first animations are comming out great. Ignorning the alignment issue (because that can be fixed easily as the character is programmed) you have enough frames for solid walk and stance animations.

I definately agree with Daniel, one thing you will need is a new head for your Cable turned into Quasar. Seriously, great beginning you have here.
Not only does Quasar need a new head, he also needs a new body. Cable is much too muscular to be an appropriate bodt for Quasar.

Well depending on how far along he is with the process, the size issue can be altered by dropping the scale in the def file just a hair. Maybe like a scale of X = 0.7 or 8 by Y = 0.9 or whatever works really, at the cost of pixal quality. Im not familiar with Quazar but I do know how much of a pain it can be to have to redo all the progress from scratch. Anyways much luck, i forgot to say that in my last message.

-"aPoC." 



Offline DARKTALBAIN

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Re: MVsC Quasar
« Reply #9 on: October 22, 2008, 09:27:48 PM »
I like the design of these sprites  :thumbsup:

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Offline Acey

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Re: MVsC Quasar
« Reply #10 on: October 22, 2008, 11:02:36 PM »
Here is an example of what a new head could change it (also slimmed legs)


Offline DARKTALBAIN

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Re: MVsC Quasar
« Reply #11 on: October 23, 2008, 03:44:19 AM »
Here is an example of what a new head could change it (also slimmed legs)



OK I admit , I like the head change idea . Looks great here  :thumbsup:

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Offline bdcirck

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Re: MVsC Quasar
« Reply #12 on: October 23, 2008, 03:52:23 AM »
well i am still in the early spriting/idea phase so the character needs alot of work, so it is still open for lot of idea's, spriting and editing/ replacing of sprites that were already made by me. This means that there is also alot of room left for your own creativity. I am far from done with spriting and with my spriting skill it would indeed look like a mix of cable, captain america(the walk below is Caps with magneto's cape), Cyclops(See my avatar. Cyclops body) and magneto for the Cape. If I look at the fast edit of Acey it looks alot more like Quasar than the one I did.

So if i need to set value for the progress it would be:
1.001% spriting done
60% brainstorming about ideas done (Well it is an existing marvel Char so most attack ideas come from the comics, but since the Quantum bands can create everything out of energy the  possibilities for this character are unlimited)
0% the rest that is left.

So if i turn it into  a Open/ public project there are enough things to do.

Offline bdcirck

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Re: MVsC Quasar
« Reply #13 on: October 24, 2008, 02:42:24 PM »
I will close this topic and make quasar public open project.

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