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Swift the "poorly drawn" Dragon WIP

Oh yeah, Aquavine (I don't know how to tag you lol)
I manage to finish the bartender Swift sprites
BARA1.png
BARA2A8.png
BARA3A7.png
BARA4A6.png
BARA5.png

Choose to change the outfit to a more actual bartender-look (yes, I lied about sprites not being edited-standing sprites :dramahog:)
 
I've probably been too focused on trying to make good sprites when thinking about srb2, but there's no reason why I can't do something else instead like this. Character looks awesome btw, though you probably could use making circles for the head and body consistent before adding everything else
 
Oh yeah, Aquavine (I don't know how to tag you lol)
I manage to finish the bartender Swift sprites
View attachment 146115View attachment 146116View attachment 146117View attachment 146118View attachment 146119
Choose to change the outfit to a more actual bartender-look (yes, I lied about sprites not being edited-standing sprites :dramahog:)
Thanks! These look really good, I'll show them to the mapper and I'll tell you what he thought of them. And this is how you tag someone. @InfernoMelon
Post automatically merged:

@InfernoMelon So... I think I should probably specify the issue more directly or just try to compare the offsets the first time around, but I still was kinda wrong. And that was because the offsets were indeed different, but I just somehow "fat eyed" these values and thought that they are the same.

So I here's the reason why the bounce sprites were jittery and all over the place. it seems that you've changed the offsets in the new bounce sprites to fit with the old ones, and it kinda created this... (THZ gif.)

So the offsets for the old/original sprite are [62 x 167] And the offsets that I made for the new bounce sprites are [65 x 162] and these unfitting offsets clashed with the actual sprite making it jitter when all the sprites were put into motion. (THZ gif.)
srb20129.gif
srb20126.gif


So all you need to do now is either change the values to 65 x 162 manually, or just let slade automatically set the offsets for the front/back sprites.

Sorry that you'll have to release yet another patch now. :'< But your edited land sprites now actually sell the "she just broke her tail!1!1" more than my old version. Which is good. Even if they're visible for a frame or two. :>
 
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Oh yeah, Aquavine (I don't know how to tag you lol)
I manage to finish the bartender Swift sprites
View attachment 146115View attachment 146116View attachment 146117View attachment 146118View attachment 146119
Choose to change the outfit to a more actual bartender-look (yes, I lied about sprites not being edited-standing sprites :dramahog:)
hi im the guy whos making the thing with the Saloon. thanks for the sprites they look great in-game! i would show but i dont wanna spoil things here but again thank you so much!
 
I really don't know why this is even a question... :knuxsmug:

And I made a small mock-up of how the animation could look like based off her arm positions!
Victory_A.gif

Tell me how close I was. :>

And I know that it's funny to but I already managed to improve the animation to be more alive. (I'm not sure if me instantly improving your sprites is just rude at this point... :'>)
Victory_new.gif

So all I did here was adding a additional sprite for her eye getting into the place at frame 2, and redrawing her eye to be a little taller at frame 3 to simulate a small happi bounce. :> And I'm not sure if this the right frame, but you could make her jaw open a little lower at frame 2 to make it less sudden/choppy.

And tell if I'm wrong, but by looking at these frames it just seems natural to me that the animation should have a kinda bouncy nature, right?



Welp, I need help adding these lol, I'm guessing I either have to add them with LUA or something, damnit
I just remembered that Xtreme sonic has a victory animation which means that there should be a LUA for it, and the best of all... Xtreme is open assets... :knuxsmug: So I guess it's just a matter of changing some variables for play-back speed and sprite data. :>

And here are the updated sprites by the way. :>
VIC1.png
VIC2.png
VIC3.png
VIC4.png
 
I really don't know why this is even a question... :knuxsmug:

And I made a small mock-up of how the animation could look like based off her arm positions!
View attachment 147031
Tell me how close I was. :>

And I know that it's funny to but I already managed to improve the animation to be more alive. (I'm not sure if me instantly improving your sprites is just rude at this point... :'>)
View attachment 147033
HOLY SHIT, this actually looks so good :wow: :wow::wow:, also nah, I think you are improving on my sprites to make it less shitty, is pretty rad
I like to think of you as my unofficial "sprite clean-up" person, like I'm doing the main "rough" spriting part and while you, go do clean-up the sprite's roughness to make it better and cleaner lol

So all I did here was adding a additional sprite for her eye getting into the place at frame 2, and redrawing her eye to be a little taller at frame 3 to simulate a small happi bounce. :> And I'm not sure if this the right frame, but you could make her jaw open a little lower at frame 2 to make it less sudden/choppy.

And tell if I'm wrong, but by looking at these frames it just seems natural to me that the animation should have a kinda bouncy nature, right?
Yep!

I just remembered that Xtreme sonic has a victory animation which means that there should be a LUA for it, and the best of all... Xtreme is open assets... :knuxsmug: So I guess it's just a matter of changing some variables for play-back speed and sprite data. :>
Time to spend a few hours trying to make this work with Swift lmao
 
HOLY SHIT, this actually looks so good :wow: :wow::wow:, also nah, I think you are improving on my sprites to make it less shitty, is pretty rad
I like to think of you as my unofficial "sprite clean-up" person, like I'm doing the main "rough" spriting part and while you, go do clean-up the sprite's roughness to make it better and cleaner lol
I'm the p e a k e r if you will. :knuxsmug:
I knew it the moment I saw how her arm bends in the 2 frame. :D (And the hand positions in the 3rd and 4th one but this was later.)
Time to spend a few hours trying to make this work with Swift lmao
And about that... THIS is the only line of code that I could find that says ANYTHING about the win pose. :oh: So there might be a small problem with that... I can't help you here unfortunely. :<
Lua:
//Win Animation and Spin Slash
addHook("PlayerThink", function(player)
    if not (player.mo and player.mo.valid and player.mo.skin == "xtreme") return end
 
Time to spend a few hours trying to make this work with Swift lmao
Yeah, I give up
This LUA stuff is starting to piss me off,
I'm going to take a break for today

Here's the LUA shit that's I was doing, if anyone tries help me or something
Lua:
freeslot("S_SWIFT_VICTORY", "S_SWIFT_VICTORY2")
states[S_SWIFT_VICTORY] = {SPR_PLAY, SPR2_VICT|FF_ANIMATE, 24, nil, S_SWIFT_VICTORY2, 0, S_SWIFT_VICTORY}
states[S_SWIFT_VICTORY2] = {SPR_PLAY, SPR2_VICT, 5, nil, 0, 0, S_PLAY_STND}

For now, the Victory Pose is going ""stuff I can't do because of LUA" bin
 
Yeah, I give up
This LUA stuff is starting to piss me off,
I'm going to take a break for today

Here's the LUA shit that's I was doing, if anyone tries help me or something
Lua:
freeslot("S_SWIFT_VICTORY", "S_SWIFT_VICTORY2")
states[S_SWIFT_VICTORY] = {SPR_PLAY, SPR2_VICT|FF_ANIMATE, 24, nil, S_SWIFT_VICTORY2, 0, S_SWIFT_VICTORY}
states[S_SWIFT_VICTORY2] = {SPR_PLAY, SPR2_VICT, 5, nil, 0, 0, S_PLAY_STND}

For now, the Victory Pose is going ""stuff I can't do because of LUA" bin
I can help with it! I know a ton of LUA.
Victory Lua I made in 5 minutes from my character.:
freeslot("S_PLAY_COMPLETE", "S_PLAY_COMPLETEEND", "SPR2_VICT")

states[S_PLAY_COMPLETE] = {
    sprite = SPR_PLAY,
    frame = FF_ANIMATE|SPR2_VICT,
    tics = 27,
    var1 = 3
    var2 = 4
    nextstate = S_PLAY_COMPLETEEND
}

states[S_PLAY_COMPLETEEND] = {
    sprite = SPR_PLAY,
    frame = SPR2_VICT|D
    tics = -1,
    var1 = 0,
    var2 = 0,
    nextstate = S_PLAY_COMPLETEEND
}

addHook("PlayerThink", function(player) -- Misc Player Stuff
    if player and player.mo and player.mo.valid and player.mo.skin == "skinnamehere"
    and not player.bot
        if ((player.exiting <= 3*TICRATE and player.exiting != 0) and player.mo.state != S_PLAY_COMPLETE and player.mo.state != S_PLAY_COMPLETEEND)
        and not (multiplayer)
            if P_IsObjectOnGround(player.mo)
                player.mo.state = S_PLAY_COMPLETE -- Strike a Pose!
            end
        end
        
        if (player.mo.state == S_PLAY_COMPLETE or player.mo.state == S_PLAY_COMPLETEEND) and P_IsObjectOnGround(player.mo)
            player.mo.momx = 0
            player.mo.momy = 0
        end
    end
end)

This should work. Let me know if anything breaks.
 
I can help with it! I know a ton of LUA.
Victory Lua I made in 5 minutes from my character.:
freeslot("S_PLAY_COMPLETE", "S_PLAY_COMPLETEEND", "SPR2_VICT")

states[S_PLAY_COMPLETE] = {
    sprite = SPR_PLAY,
    frame = FF_ANIMATE|SPR2_VICT,
    tics = 27,
    var1 = 3
    var2 = 4
    nextstate = S_PLAY_COMPLETEEND
}

states[S_PLAY_COMPLETEEND] = {
    sprite = SPR_PLAY,
    frame = SPR2_VICT|D
    tics = -1,
    var1 = 0,
    var2 = 0,
    nextstate = S_PLAY_COMPLETEEND
}

addHook("PlayerThink", function(player) -- Misc Player Stuff
    if player and player.mo and player.mo.valid and player.mo.skin == "skinnamehere"
    and not player.bot
        if ((player.exiting <= 3*TICRATE and player.exiting != 0) and player.mo.state != S_PLAY_COMPLETE and player.mo.state != S_PLAY_COMPLETEEND)
        and not (multiplayer)
            if P_IsObjectOnGround(player.mo)
                player.mo.state = S_PLAY_COMPLETE -- Strike a Pose!
            end
        end
       
        if (player.mo.state == S_PLAY_COMPLETE or player.mo.state == S_PLAY_COMPLETEEND) and P_IsObjectOnGround(player.mo)
            player.mo.momx = 0
            player.mo.momy = 0
        end
    end
end)

This should work. Let me know if anything breaks.
Oh, Thanks!
But I have one question,
1. Do I have to renamed the sprites to "VICT1 to VICT4", "VICTA0 to VICTD0" or to "COMPLETEEND" for this to work?
 
Oh, Thanks!
But I have one question,
1. Do I have to renamed the sprites to "VICT1 to VICT4", "VICTA0 to VICTD0" or to "COMPLETEEND" for this to work?
I think? I never used numbers for frames. I always do it with the letters. Just try it with the letters and see what happens.
 

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