SONIcsez1234
Spriter who is still practicing
How Emerl's Moveset Works for dummies.docx
docs.google.com
he does have progress, in sprites.Not trying to start any arguments and I completely understand why you don't want to show anything, but what's the point of having a Work in PROGRESS Thread if you don't show PROGRESS?
I know, I know, I mean his most recent post that he won't show anymore progress due to plagiarism.he does have progress, in sprites.
I know, I know, I mean his most recent post that he won't show anymore progress due to plagiar
And also I don’t really feel like posting stuff on here since I post it on discord anywaysI know, I know, I mean his most recent post that he won't show anymore progress due to plagiarism.
Oh yeah that makes senseAnd also I don’t really feel like posting stuff on here since I post it on discord anyways
Not to mention button mapping all these abilities so they go well with each other on platforming, and yeah some of these abilities would not be great for platformingThis concept is very ambitious, but also very infeasible. It'd take a long time to complete all those sprites. Let's start with the minimum: you're doing 9 sets of 5 moves, maximum, which would all require either 5 or 8 angles of sprites- let's just go with 5. And then each move would need a lot of separate frames drawn for them. Sure, some will take more, some less, and some can reuse frames from other moves, but... hopefully you get the point I'm making.
To give every move one unique frame of animation, at 5 angles- that's 9 sets times 5 moves, equaling 45, times 5 angles for a total of 225 sprites. To get One frame. For each move planned. And you'd need at least two, three, four more for each move to have a complete animation. According to the wiki, characters average out at 177 frames just for base-game functions.
It's a very unrealistic workload unless you're okay with this taking years or can get a big sprite team together, somehow.
And this isn't even delving into how tough it'd be to actually implement all those moves in a smooth, easy-to-understand, easy-to-use way...
If you'd like a suggestion on an alternative moveset that's also much more realistic in terms of sprite workload and code implementation (or so I'd like to think on the latter point), may I suggest having Emerl's moveset instead composed of all the other base SRB2 characters'? That is, give them the thok, Tails' flight, Knuckles Glide and Climb, Amy's hammer and twinspin, Fang's bounce and popgun, and Metal's hover and dash mode. Have an option to toggle through them with custom buttons or some such, and there you go. I am aware that this is all very similar to what Clone Fighter already does, but Clone Fighter isn't Emerl, and vice versa.
With all those, you'd only need to make 9 more sets of sprites, most with a couple frames of animation (Metal's would only take one each!) and the standard 5 angles. reusing 9 times 5 equals 45 to make one frame each. And most of these animations only have either two, three, or four extra frames. Let me see- Tails' would take 4, Knux' 1 and 2-3 respectively, Amy 3 and ~5? 6? (i dunno the actual frame counts off the top of my head, lol, I'm just going based on what I can visualize), Fang 1-2 (i think bounce has a very slightly different sprite when landing) and 2, and Metal just 1 and 1. That's a total of... 23 frames of animation max, at 5 different angles. That's still an extra 115 frames! But, as you can see, when compared to 225 sprites just to get one frame done for each move, there's just no contest on what's more realistic. I strongly recommend you change course before you get too far ahead on what you already have.
And may I mention how much easier it would be for the average joe to understand "Oh, this character has access to all the other characters' moves! Neat!" Vs. "Why are there so many moves?! What even is the point of half of them?!?!" Because there really are quite a number of similar-if-not-identical moves on that sheet you've got up there.
If you really, really want to get Battle moves in there, I'd suggest making an extra, seventh moveset, based on Sonic's Battle moves alone- since most of those moves already use the spin animation anyways. Make them based on the Ultimate Emerl versions when they go super, and that'd be a great way to go about things.
Also. The asymmetry of that line on Emerl's front-facing STND sprite's mouth/muzzle area is driving me crazy. Please fix that. I beg.
These people say the moveset would be complicated without asking me how the moveset would workNot to mention button mapping all these abilities so they go well with each other on platforming, and yeah some of these abilities would not be great for platforming
Also if anyone knew how sonic battle worked you would know that the majority of the similar looking moves are differentThese people say the moveset would be complicated without asking me how the moveset would work
I'd watch my tone if I were you. People have the right to be concerned that you don't know what you're getting yourself into based on the fact that you're coding and spiriting 9 different characters in a single package.These people say the moveset would be complicated without asking me how the moveset would work
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Also if anyone knew how sonic battle worked you would know that the majority of the similar looking moves are different
It’s not just me working on thisI'd watch my tone if I were you. People have the right to be concerned that you don't know what you're getting yourself into based on the fact that you're coding and spiriting 9 different characters in a single package.
СлучаиListen, is it possible to first make those sprites that are in SRB2 and then in the future to make those sprites that are in the sprite list in the sonic battle that we were shown, this is a great way to somehow simplify the work, if you do, then you can consider that the work is finished. P.S. could not in the future make a menu of customizing moves like in a sonic battle, so that it would be comfortable and cool to make your own emerl, the emerl that you will make unique, I hope someone will hear me :)This concept is very ambitious, but also very infeasible. It'd take a long time to complete all those sprites. Let's start with the minimum: you're doing 9 sets of 5 moves, maximum, which would all require either 5 or 8 angles of sprites- let's just go with 5. And then each move would need a lot of separate frames drawn for them. Sure, some will take more, some less, and some can reuse frames from other moves, but... hopefully you get the point I'm making.
To give every move one unique frame of animation, at 5 angles- that's 9 sets times 5 moves, equaling 45, times 5 angles for a total of 225 sprites. To get One frame. For each move planned. And you'd need at least two, three, four more for each move to have a complete animation. According to the wiki, characters average out at 177 frames just for base-game functions.
It's a very unrealistic workload unless you're okay with this taking years or can get a big sprite team together, somehow.
And this isn't even delving into how tough it'd be to actually implement all those moves in a smooth, easy-to-understand, easy-to-use way...
If you'd like a suggestion on an alternative moveset that's also much more realistic in terms of sprite workload and code implementation (or so I'd like to think on the latter point), may I suggest having Emerl's moveset instead composed of all the other base SRB2 characters'? That is, give them the thok, Tails' flight, Knuckles Glide and Climb, Amy's hammer and twinspin, Fang's bounce and popgun, and Metal's hover and dash mode. Have an option to toggle through them with custom buttons or some such, and there you go. I am aware that this is all very similar to what Clone Fighter already does, but Clone Fighter isn't Emerl, and vice versa.
Со всем этим вам нужно будет создать еще 9 наборов спрайтов, большинство из которых будет состоять из пары кадров анимации (Metal понадобится только по одному!) и стандартных 5 углов. повторное использование 9 раз по 5 равно 45 для создания одного кадра каждый. И большинство этих анимаций имеют только два, три или четыре дополнительных кадра. Дай-ка посмотреть: Тейлз возьмет 4, Накс 1 и 2-3 соответственно, Эми 3 и ~5? 6? (я не знаю, на самом деле кадр отсчитывается от макушки, лол, я просто исходю из того, что могу визуализировать), Клык 1-2 (я думаю, что спрайт отскока при приземлении немного отличается) и 2, и Металл всего 1 и 1. Итого... Максимум 23 кадра анимации, под 5 разными углами. Это еще лишние 115 кадров! Но, как вы можете видеть, по сравнению с 225 спрайтами, делающими только один кадр для каждого движения, просто нет никаких сомнений в том, что более реалистично. янастоятельно рекомендуем вам изменить курс, прежде чем вы зайдете слишком далеко вперед по сравнению с тем, что у вас уже есть.
И позвольте мне упомянуть, насколько легче было бы обычному Джо понять: «О, у этого персонажа есть доступ ко всем движениям других персонажей! Отлично!» Против. «Почему так много ходов?! Какой смысл даже в половине из них?!?!» Потому что на листе, который у вас есть, действительно довольно много похожих, если не идентичных, ходов.
Если вы действительно, действительно хотите добавить туда боевые приемы, я бы предложил создать дополнительный, седьмой набор приемов, основанный только на боевых приемах Соника, поскольку большинство этих приемов все равно уже используют анимацию вращения. Сделайте их на основе версий Ultimate Emerl, когда они станут супер, и это будет отличный способ добиться успеха.
Также. Асимметрия этой линии в области рта/морды переднего спрайта STND Эмерла сводит меня с ума. Пожалуйста, исправьте это. Я умоляю.
Listen, is it possible to first make those sprites that are in SRB2 and then in the future to make those sprites that are in the sprite list in the sonic battle that we were shown, this is a great way to somehow simplify the work, if you do, then you can consider that the work is finished. P.S. could not in the future make a menu of customizing moves like in a sonic battle, so that it would be comfortable and cool to make your own emerl, the emerl that you will make unique, I hope someone will hear me :)Эта концепция очень амбициозна, но и совершенно неосуществима. Создание всех этих спрайтов заняло бы много времени. Начнем с минимума: вы делаете 9 подходов по 5 движений, максимум, и все это потребует либо 5, либо 8 углов спрайтов - давайте просто возьмем 5. И тогда для каждого движения потребуется много отдельных кадров, нарисованных для них . . Конечно, некоторым потребуется больше, некоторым меньше, а некоторые могут повторно использовать кадры из других ходов, но... надеюсь, вы поняли, о чем я говорю.
Чтобы дать каждому движению один уникальный кадр анимации под 5 углами — это 9 наборов по 5 ходов, что равно 45, умноженным на 5 углов, всего 225 спрайтов. Чтобы получить Один кадр. За каждый запланированный ход. И вам понадобится еще как минимум два, три, четыре для каждого движения, чтобы получить полную анимацию. Согласно вики, среднее количество персонажей составляет 177 кадров только для функций базовой игры.
Это очень нереальная рабочая нагрузка, если только вы не согласны с тем, что на это уходят годы или вы не можете каким-то образом собрать большую команду спрайтов.
И это даже не говоря о том, насколько сложно было бы на самом деле реализовать все эти шаги плавным, простым для понимания и простым в использовании способом...
Если вам интересно предложение по альтернативному набору движений, это также гораздо более реалистично с точки зрения рабочей нагрузки на спрайты и реализации кода (по крайней мере, мне хотелось бы так думать о последнем пункте), могу ли я предложить вместо этого использовать набор движений Эмерла, состоящий из всех другие базовые символы SRB2? То есть дайте им ток, полет Тейлза, скольжение и подъем Наклза, молот и двойное вращение Эми, отскок и попган Фанга, а также режим наведения и рывка Металла. Имейте возможность переключаться между ними с помощью пользовательских кнопок или чего-то подобного, и все готово. Я знаю, что все это очень похоже на то, что уже делает Clone Fighter, но Clone Fighter — это не Эмерл, и наоборот.
Итак, всем этим вам нужно будет создать еще 9 наборов спрайтов, большинство из которых будет состоять из пары кадров анимации (Металл понадобится только по одному!) и стандартных 5 углов. повторное использование 9 раз по 5 равно 45 для создания одного кадра каждый. И большинство этих анимаций имеют только два, три или четыре дополнительных кадра. Дай-ка посмотреть: Тейлз возьмет 4, Накс 1 и 2-3 соответственно, Эми 3 и ~5? 6? (я не знаю, на самом деле кадр отсчитывается от макушки, лол, я просто исходю из того, что могу визуализировать), Клык 1-2 (я думаю, что спрайт отскока при приземлении немного отличается) и 2, и Металл всего 1 и 1. Итого... Максимум 23 кадра анимации, под 5 внешними углами.Это еще лишние 115 кадров!Но, как вы можете видеть, по сравнению с 225 спрайтами, делающими только один кадр для каждого движения, просто нет никаких сомнений в том, что это более реалистично. я _ рекомендую вам изменить курс, прежде чем вы зайдете слишком далеко вперед по сравнению с тем, что у вас уже есть.
Позвольте мне упомянуть, что проще было бы обычному Джо понять: «О, у этого персонажа есть доступ ко всем движениям других персонажей! Отлично!» Против. «Почему так много ходов?! Какой смысл даже в начале их из?!?!»То, что на листе, который у вас есть, действительно очень похоже, если не достоверно, ходов.
Если вы действительно хотите добавить к боевым приемам, я бы предложил создать дополнительный, седьмой набор приемов, основанный только на боевых приемах Соника, поскольку большинство этих приемов все равно уже используют анимацию мозга. Удалите их на основу версии Ultimate Emerl, когда они станут супер, и это будет выдающийся способ добиться успеха.
Также. Асимметрия этой линии в области рта/морды переднего спрайта STND Эмерла сводит меня с ума. Пожалуйста, исправьте это. Я умоляю.
-This concept is very ambitious, but also very infeasible. It'd take a long time to complete all those sprites. Let's start with the minimum: you're doing 9 sets of 5 moves, maximum, which would all require either 5 or 8 angles of sprites- let's just go with 5. And then each move would need a lot of separate frames drawn for them. Sure, some will take more, some less, and some can reuse frames from other moves, but... hopefully you get the point I'm making.
To give every move one unique frame of animation, at 5 angles- that's 9 sets times 5 moves, equaling 45, times 5 angles for a total of 225 sprites. To get One frame. For each move planned. And you'd need at least two, three, four more for each move to have a complete animation. According to the wiki, characters average out at 177 frames just for base-game functions.
It's a very unrealistic workload unless you're okay with this taking years or can get a big sprite team together, somehow.
And this isn't even delving into how tough it'd be to actually implement all those moves in a smooth, easy-to-understand, easy-to-use way...
If you'd like a suggestion on an alternative moveset that's also much more realistic in terms of sprite workload and code implementation (or so I'd like to think on the latter point), may I suggest having Emerl's moveset instead composed of all the other base SRB2 characters'? That is, give them the thok, Tails' flight, Knuckles Glide and Climb, Amy's hammer and twinspin, Fang's bounce and popgun, and Metal's hover and dash mode. Have an option to toggle through them with custom buttons or some such, and there you go. I am aware that this is all very similar to what Clone Fighter already does, but Clone Fighter isn't Emerl, and vice versa.
With all those, you'd only need to make 9 more sets of sprites, most with a couple frames of animation (Metal's would only take one each!) and the standard 5 angles. reusing 9 times 5 equals 45 to make one frame each. And most of these animations only have either two, three, or four extra frames. Let me see- Tails' would take 4, Knux' 1 and 2-3 respectively, Amy 3 and ~5? 6? (i dunno the actual frame counts off the top of my head, lol, I'm just going based on what I can visualize), Fang 1-2 (i think bounce has a very slightly different sprite when landing) and 2, and Metal just 1 and 1. That's a total of... 23 frames of animation max, at 5 different angles. That's still an extra 115 frames! But, as you can see, when compared to 225 sprites just to get one frame done for each move, there's just no contest on what's more realistic. I strongly recommend you change course before you get too far ahead on what you already have.
And may I mention how much easier it would be for the average joe to understand "Oh, this character has access to all the other characters' moves! Neat!" Vs. "Why are there so many moves?! What even is the point of half of them?!?!" Because there really are quite a number of similar-if-not-identical moves on that sheet you've got up there.
If you really, really want to get Battle moves in there, I'd suggest making an extra, seventh moveset, based on Sonic's Battle moves alone- since most of those moves already use the spin animation anyways. Make them based on the Ultimate Emerl versions when they go super, and that'd be a great way to go about things.
Also. The asymmetry of that line on Emerl's front-facing STND sprite's mouth/muzzle area is driving me crazy. Please fix that. I beg
I am very, very happy to eat my words here. Emerl is far and away my favorite Sonic character, and the fact you've managed all that sprite work (albeit with some help from at least motor roach, if I recall correctly, but nonetheless) without burning out is nothing short of incredible in my eyes. I thank you deeply for your work and look forward to Emerl's release.This didn't age well cause a year later we almost done. And yes with fixed the line symmetry. Check itView attachment 138119
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You'll know when you knowMay I ask something?
How is Emerl going to have access to all of these moves? Will he be able to switch on the fly or will it be like randomly selected at the beginning of a game?