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Old 04-18-2017   #21
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Originally Posted by GreenKnight9000 View Post
Nice!
but it seems the bad time eye swaps sides, it may be complex to fix that
Yes, is a bit complex, because Srb2 sprites are'nt only done with these rotations: A1 A2A8 A3A7 A4A6 A5

So, if there's a side that is different, you need to use these rotations:

Example:

SANSA1----------------
SANSA2
SANSA3 These is the same sprites that you made.
SANSA4
SANSA5------------------
SANSA6----------------------
SANSA7 Now these, is the new rotations, that goes on the contrary at A2 A3 and A4. (with this i mean you need to flip A2 A3 and A4 horizontally, and put the badtime eye at the right side)
SANSA8-----------------------
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Last edited by -CG7244-; 04-18-2017 at 01:35 PM.
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Old 04-18-2017   #22
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Quote:
Originally Posted by -CG7244- View Post
SANSA1----------------
SANSA2
SANSA3 These is the same sprites that you made.
SANSA4
SANSA5------------------
SANSA6----------------------
SANSA7 Now these, is the new rotations, that goes on the contrary at A2 A3 and A4. (with this i mean you need to flip A2 A3 and A4 horizontally, and put the badtime eye at the right side)
SANSA8-----------------------
So if I were to change the side of the bad time eye, I'd use A6, A7, and A8?
If so, what view are each of those for?
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Old 04-18-2017   #23
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Let me put you another example:



See the red eye? Thats a example how the badtime eye should be placed.

EDIT: It's an enemy that I've made.
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Last edited by -CG7244-; 04-18-2017 at 02:31 PM. Reason: Grammar and spelling
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Old 04-18-2017   #24
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That's pretty awesome looking!
looks like a weird Motobug that could hover or something
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Old 04-18-2017   #25
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The A frames is just a example how you can apply it to the super frames.
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Old 04-18-2017   #26
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Well that was easier than I expected
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Old 04-19-2017   #27
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I'm having fun in the weirdest way possible
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Old 04-19-2017   #28
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I'm having fun in the weirdest way possible
Haha! I KNEW you could do it!
You've made me proud!
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Old 04-21-2017   #29
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Wow, This looks good! I cannot wait to see the finished sprites!
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Old 04-21-2017   #30
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Wow, This looks good! I cannot wait to see the finished sprites!
I know! It's gonna be so good!!
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Old 04-22-2017   #31
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Oh right, I almost forgot

Super animation
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Old 04-22-2017   #32
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Oh right, I almost forgot

Super animation
WOW!!!
Has Megalovania been implemented? (perhaps a 16 bit version?)
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Old 04-22-2017   #33
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Yes, I managed to implement Megalovania. the problem is just the Megalovania music file is about 2 MB, making the wad at least 2 MB
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Old 04-22-2017   #34
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It could be awesome.
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Old 04-23-2017   #35
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Well, you could just include 2 versions, one with Megalovania and one without it.
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Old 04-24-2017   #36
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Quote:
Originally Posted by h0is View Post
Well, you could just include 2 versions, one with Megalovania and one without it.
Good idea!

---------- Post added at 08:19 PM ---------- Previous post was at 06:34 PM ----------

I've also noticed (from the bone movements) that you've used SuperFlickies.lua am i right?
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Old 04-24-2017   #37
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Good idea!
I've also noticed (from the bone movements) that you've used SuperFlickies.lua am i right?
Yes, and at the moment I'm trying to figure out how to make them shoot instead of chase enemies so I can replace them with Gaster Blasters
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Old 04-25-2017   #38
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Perhaps you can use something from Turboring.lua and replace the time for the "rings" (replace with blast" to appear so it seems constant
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Old 04-26-2017   #39
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He definitely will not have the spindash ability normally, but...

For when you decide to mess around with commands and make him able to spindash.
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Old 04-26-2017   #40
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*NYEH HEH HEH!
Debating if I'll make Papyrus to go along with Sans
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