SONIcsez1234
Spriter who is still practicing
How Emerl's Moveset Works for dummies.docx

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.
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