![Click to change the View Jeibu "Jog" Cycle [Animation]](http://d.furaffinity.net/art/vinvulpis/1488278723/1420144102.vinvulpis_jeibu_jog_cycle.gif)
Jeibu "Jog" Cycle [Animation]
So I'd like to bring in the new year with a return to my project aniamtions. It's been a pretty long time since I've worked on anything pixel or project related with it do to some burn-out I was feeling about both the pixel with and mostly, the project work. I've felt a lack of certainty about what I'm ultimately doing with this all, especially lacking real programming skill, and it's left me feelin kinda low on the whole thing, which eventually became frustration while tryin to work on anything related to it.
I've been tryin to get myself back into the groove and am trying to produce stuff for the project, at least -something- as well as returning fully to pixel art work in general. I'm just gonna keep using MUGEN for now so I can make something work, and then try to learn something more proper in time.
So here's Jeibu's new "jog" cycle. My new goal with movement options in this is now, characters will mostly sustain a kind of joggin momentum for their standard movements, essentially, what their "walk" is. Dashing will be handled in short burst motions and similarly, they will also be able to air-dash.
Character's will now be able to turn freely (facing the duration they walk in) and jumping is now a button, not up. I'm turning the general "engine" more towards a platforming-beat-em-up kind of deal.
More details on mechanics will come as I put them into action with a video and such.
https://twitter.com/VinVulpis <-- Usual Twitter
https://twitter.com/MoonbunkleVin <-- +NSFW
I've been tryin to get myself back into the groove and am trying to produce stuff for the project, at least -something- as well as returning fully to pixel art work in general. I'm just gonna keep using MUGEN for now so I can make something work, and then try to learn something more proper in time.
So here's Jeibu's new "jog" cycle. My new goal with movement options in this is now, characters will mostly sustain a kind of joggin momentum for their standard movements, essentially, what their "walk" is. Dashing will be handled in short burst motions and similarly, they will also be able to air-dash.
Character's will now be able to turn freely (facing the duration they walk in) and jumping is now a button, not up. I'm turning the general "engine" more towards a platforming-beat-em-up kind of deal.
More details on mechanics will come as I put them into action with a video and such.
https://twitter.com/VinVulpis <-- Usual Twitter
https://twitter.com/MoonbunkleVin <-- +NSFW
Category Artwork (Digital) / Fantasy
Species Exotic (Other)
Size 343 x 263px
File Size 64.9 kB
Listed in Folders
Would you happen to know where I could find working help files so I can read up on how to use FM2K. I have no idea what I'm doing.
Something I do like from what I've gathered from just playing with the program is the interestingly programmable story mode stuff. Something MUGEN doesn't offer at all and I doubt it ever will.
Something I do like from what I've gathered from just playing with the program is the interestingly programmable story mode stuff. Something MUGEN doesn't offer at all and I doubt it ever will.
I heardly remember anything about the program itself...the program was in Japanese when I tried it, but there's probably an english patch somewhere.
There are so many indie fighters and beat-em-ups that were made entirely with FM2K - just shows the capability of what people can create with it :).
There are so many indie fighters and beat-em-ups that were made entirely with FM2K - just shows the capability of what people can create with it :).
Hearing mention of beat 'em up style games makes me think of how cool that could be if you went ahead to make a beat 'em up with your characters, too. I know that's probably way too much work trying to do both a 2D fighter and an arcade-style beat 'em up game, but I think that'd be really fun. Though it's possible you've considered this idea before, I'm sure.
But getting back on topic, the animation looks really good. It's good to see some progress still get made on the sprites and such for the game.
But getting back on topic, the animation looks really good. It's good to see some progress still get made on the sprites and such for the game.
Well, really, I want to make my primary focus on the adventure game, but all I can really do right now is use the fighting engines to show off my combat ideas. I still want the combat to be in-depth and "competitive" is that sense. I'm gonna look around at other engines though. See what I might be able to dig up.
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