sluggard
Formerly "RomioTheBadass"
Sonic's head .... looks like he's about to Fucking murder me.
At this point, I'm not even surprised that this looks amazing, this is you, after-all!![]()
Here's a gif of all completed frames so far, which I'm going to use to talk about some of the broad-strokes plans for this character.
You can see that he has multiple death frames, different ones for different hazards such as crushed, electric, fire, etc. I'm planning on adding a couple more, like for drowning or whatever else I can come up with.
He has eyelids over his A2 frame. This was originally just a test to see which eyelids I should give him on his hurt frame, but many people got excited about a potential blinking feature so I went ahead and added eyelids for all standing frames in my work file. I'm not super focused on figuring out how to implement this feature, but I have the frames ready for it just in case.
His spin animation uses the motion blur shown there, but it looks a bit strange at slower speeds, so I'm considering giving him a second, more traditional spin animation for when he slows down out of the motion blur animation. This is all dependant on if I feel like going through with it after I finish the necessary frames first. Here's a gif of how the blur looks ingame
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Some other unique frames he's planned to get include a brake frame and a gust frame
Hello SRB2 community! I'm back and going full-speed ahead into making another new character WAD. This design is heavily inspired by Saturn Sonic (Sonic Jam and Sonic R) however his gameplay and animations aren't all going to be dictated by those seen in those games. Aesthetic over accuracy here.
The shading style here is simple and uses minimal AA in favor of easier animation. This is going to animate rather differently from what you're used to seeing in SRB2 as all the animations are being done completely from scratch. All poses that are asymmetrical are going to get 8 frame rotations instead of the usual 5, like what is shown in the idle animation.
Not only do I want to make the existing animaitons unique, but I also have plans to make frames for things that other characters don't have, like a unique brake frame and a peelout ability. However, I'm an artist and not a programmer, so I will need help on the lua scripting when it comes to that.
What I'm looking for from this thread is CC on the artwork and animation decisions, as well as suggestions to make this character play uniquely from your average SRB2 character. Currently the plan is double jump ability with peelout custom ability
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HOLY CRAP THAT'S AWESOME![]()
After a lot of trial and error I think I finally have a spin animation that I'm happy with. I think a big reason why the previous one looked wrong at slower speed was because of the 4frame limitation, so this one is 8 frames.
Chrisp, I will say that this is extremely ambitious (amplified with a sudden Sonic Boom of Sonic's >pun may-or-may-not be intended<) and I'm with ya all the way! Perhaps also post a percentage on the estimated completion?It's the regular spin/jump animation, not a special spindash or drop dash animation.
The maine side frames are almost completed for this character, right now I'm only missing grab, run, and teeter, not counting the super frames.
That last bit is not only possible with 8 rotations per frame. You can, for example, mirror frame 1 from diagonal right to frame 5 of diagonal left, frame 2 to frame 6, 3 to 7, 4-8, 5-1, 6-2, 7-3, and 8-4.- The 8 frame rotation adds a lot of minor detail that most of the time you wouldn't pick up on, like - how the walk animation feet always starts with the right foot up.