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Author Topic: Golden Axe the Hackjob by DC  (Read 15406 times)

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Offline utunnels

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Re: Golden Axe the Hackjob by DC
« Reply #75 on: August 31, 2011, 09:32:18 pm »
The roundhouse looks much better than the default kick.
And I recall someone complained the old idle animation having only 2 frames.

Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #76 on: September 01, 2011, 03:13:39 pm »
The roundhouse looks much better than the default kick.

Thank you, though technically it's a spin kick. A Roundhouse kick is thrown forward across the body outside to inside, making contact with instep or ball of the foot. Sorry, couldn't help it.  ;D

Quote
And I recall someone complained the old idle animation having only 2 frames.

Yeah, I didn't care for that. I'm giving all the player and enemy three or more idle frames, including the animals while riding (you can see it my videos if you look closely). Except perhaps Heartlands and Amazons, their two frame laugh somehow strikes just the right aesthetic.

Latest update, Tyris now performs a somersault at the top of her Run Jump. I had added this before, but it was made entirly of preexisting frames and it really didn't look good.



@DJ: NP, use whatever you like. Would you mind crediting the edits though? Most likely your mod will be released before mine and I don't want to be accused of ripping you off.

DC

 

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Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #77 on: September 07, 2011, 04:44:21 pm »
Just wrapped up Tyris's attack chain moves. Motion trails added (no pics, they require a video to get the full effect) and extra sprites/frames to smooth some of the animations out.



DC
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Offline utunnels

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Re: Golden Axe the Hackjob by DC
« Reply #78 on: September 07, 2011, 09:50:48 pm »
Cool edit.

Another detail I was aware of is her hair, which looks still due to lacking of frames. For example, the run animation of any riding model, the jump animation, the fall animation. etc.

Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #79 on: October 28, 2011, 11:57:03 am »
Haven't updated in a while, but I am slowly getting back into modding season. I've fixed Tyris's hair for all jumps and such. It now wavers in an infinite loop while she's in the air, and settles back into place smoothly on landing. This includes while jumping moves while riding creatures.

Quite a few odds and ends completed too, but nothing really worth mentioning on its own.

DC
« Last Edit: October 28, 2011, 11:58:51 am by Damon Caskey »
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Offline Sindor

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Re: Golden Axe the Hackjob by DC
« Reply #80 on: October 28, 2011, 05:06:39 pm »
Keep up the good job ;)
Sindor

Offline fredo46

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Re: Golden Axe the Hackjob by DC
« Reply #81 on: November 24, 2011, 09:54:42 am »
Keep up the good job ;)

I second that :)

Offline Mrgrill247

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Re: Golden Axe the Hackjob by DC
« Reply #82 on: November 24, 2011, 01:42:39 pm »
That is awesome! 
Ninja magic. Ninjitsu-to, the ability to seem invisible to cause fear and paralisis in your enemies.

Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #83 on: January 11, 2012, 10:25:26 am »
Made some more progress on Tyris and in a few other areas. Still busy, but doing what I can.

DC
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Offline baritonomarchetto77

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Re: Golden Axe the Hackjob by DC
« Reply #84 on: January 11, 2012, 11:04:38 am »
Hey dude, still waiting for your first release man  ;D

Offline ghobot21

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Re: Golden Axe the Hackjob by DC
« Reply #85 on: January 12, 2012, 01:14:53 am »
me waiting too!   ;D

Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #86 on: February 07, 2012, 06:02:40 pm »
Another update.

DC
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Offline Bloodbane

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Re: Golden Axe the Hackjob by DC
« Reply #87 on: February 08, 2012, 11:37:27 pm »
 Good work on Tyris' boomerang sword!

 I wonder, have you solved the glitch that might occur if Tyris is hit before her sword returns to her?
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"The more often enemies attack, the more open they are to counter attacks"

Offline Damon Caskey

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Re: Golden Axe the Hackjob by DC
« Reply #88 on: February 09, 2012, 08:42:29 am »
If Tyris gets taken out of her "waiting to catch" animation for any reason and the boomerang hasn't made it back yet, the boomerang kills itself instantly. Sounds jarring on paper, but looks OK in game. That's usually how the professionals do it and I found that to be a better idea than letting her sword fly off the screen or falling to the ground while she magically has another.

The biggest challenge to overcome was making it bounce back immediately when hitting an enemy or obstacle, but only when not already returning. Would have been easy enough using a didhitscript, but there is a weird engine bug that causes didhitscript to only run one time; any boomerangs thrown after the first hit simply don't fire their didhitscript at all. So instead I had to set up a funky combination of followups and animation scripts to get the job done.

DC

« Last Edit: February 09, 2012, 08:52:25 am by Damon Caskey »
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Offline utunnels

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Re: Golden Axe the Hackjob by DC
« Reply #89 on: February 09, 2012, 10:13:09 am »
Not sure about the didhitscript issue.
I tried some projectiles, none has this problem (with or without remove property).

 



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