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Author Topic: Bloodline: Origins  (Read 2205 times)

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Offline Skull Kingz

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Re: Bloodline: Origins -W.I.P.
« Reply #15 on: June 09, 2012, 01:03:35 pm »
Well I can't impress everyone with my style of sprite editing, but hey, everyone has there own opinion. I go with a different style and color scheme in every mod i make.. I'll admit, i have flaws in my work, everybody does, but this is the style that i go with, and it looks great with the backgrounds that im using.

It's a little hard to impress everyone when you're trying to come off original. I learned that a long time ago.

Offline trebean

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Re: Bloodline: Origins -W.I.P.
« Reply #16 on: June 09, 2012, 02:00:13 pm »
Well, I guess so, I'm just not that impressed in games with HUGE sprite and shade differences/distorts. But seriously dude, fix the shading, shading changes a lot of things, as shown here
http://ssf2expansions.motionforum.net/t3894-suli-s-custom-sprite-and-animation-tutorial
(Just look at the Extra Part 1)

Offline Skull Kingz

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Re: Bloodline: Origins -W.I.P.
« Reply #17 on: June 12, 2012, 02:01:07 pm »
not much of an Update!

Okay, so after experimenting and messing around, i finally came up with some gameplay that i like!  :proud: I wanna get a gameplay video out soon, but i have some sprites to finish 1st. So wish me luck you guys. I overlooked the gameplay in my previous games like Skull Kingz & Overload as an example of how to improve. This game isn't gonna be "another clone".


this is all i have so far... bare with me :nervous:

Delacroix Kicking with & without his "Black Sword"

« Last Edit: June 12, 2012, 02:04:02 pm by Skull Kingz »

Offline utunnels

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Re: Bloodline: Origins -W.I.P.
« Reply #18 on: June 12, 2012, 11:24:48 pm »
Looks interesting though the sprites need some more shading.

For some reason I always read the title as Bloodbane. :laughing:

Offline Skull Kingz

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Re: Bloodline: Origins -W.I.P.
« Reply #19 on: June 12, 2012, 11:29:41 pm »
i think i'll add some shadow to the pants. :laughing: And the title is a little misleading. 

Offline BeasTie

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Re: Bloodline: Origins -W.I.P.
« Reply #20 on: June 12, 2012, 11:35:30 pm »
Lol - Bloodbane Origins - Legend of the Dark Dragon...

@SK - How violent do you pan the game to be? He looks like the kind of char that could switch between using his sword and fists.
Will we be seeing him chop some heads off? :)

Offline Skull Kingz

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Re: Bloodline: Origins -W.I.P.
« Reply #21 on: June 12, 2012, 11:49:03 pm »
@SK - How violent do you pan the game to be? He looks like the kind of char that could switch between using his sword and fists.
Will we be seeing him chop some heads off? :)

I plan to have him switching back and forth from fist and sword. I know how to get that going. But can i chop heads off without script? Because i will definitely make that happen.
 :laughing:

Offline BeasTie

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Re: Bloodline: Origins -W.I.P.
« Reply #22 on: June 13, 2012, 12:01:01 am »
Yeah probably a few ways but the first thing that comes to mind is having the decapitating blow/attack like attack6 and then enemies would have death6 animation (where head comes off).  The head could be it's own entity so you can make it spawn in the enemies death animation to make the head fly off and roll along the ground. ;D

You could have some grabs or followups to other attacks like grab and stab/execute the enemy.

Offline Skull Kingz

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Re: Bloodline: Origins -W.I.P.
« Reply #23 on: June 13, 2012, 12:07:36 am »
Cool, cool. :deep_thinking: interesting...  how about this, I'll make a new thread about this in the help section when the time comes. This could make gameplay even better. I like the whole "spawning head rolling thing". There would be bloody heads and bodies everywhere. And it would look epic on a snow stage!! 
:wow!:
 

Offline BeasTie

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Re: Bloodline: Origins -W.I.P.
« Reply #24 on: June 13, 2012, 12:25:33 am »
You should round up heaps of different blood flashes, then use them for certain attacks, so the decapitation would spray lots of blood, other attacks would of cause varying amounts of blood.  You could have blood stay on the ground for even more gore. (last frame of blood flashes would spawn a blood splat or something)  there's some blood in the effects pack DC uploaded in tools section http://lavalit.com:8080/index.php?action=downloads;sa=view;down=132

You could pull it all off without script, the engine is setup for the extra attack/death/pain animations, custom flashes and entities.

Offline Skull Kingz

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Re: Bloodline: Origins -W.I.P.
« Reply #25 on: June 13, 2012, 12:37:11 am »
Oh yeah, i'll definitely be checking out that effects pack DC uploaded. You're right, the engine is set up nicely to turn Delacroix into a badass character.

Offline Skull Kingz

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Re: Bloodline: Origins -W.I.P.
« Reply #26 on: June 13, 2012, 04:15:29 pm »
Not much of an Update

This is how i got started with this project. It started with a simple sketch in the back of my college class haha! :D
Don't judge me, it could've been better but i didn't have a eraser :(

Offline maxman

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Re: Bloodline: Origins -W.I.P.
« Reply #27 on: June 13, 2012, 04:45:57 pm »
Not pretty bad. It looks good. I'm not a professional artist.
Dragon Duo (W.I.P./Outdated demo (2010 version)) (in progress)
Captain Commando (in progress)
Unelmia: Dreamers' Fate (collaborating with contress/taskmaster) (in progress)

Best OpenBOR mods:Spoiler
1. World Heroes Supreme Justice
2. Golden Axe Myth
3. Art of Fighting: Beats of Rage Remix III
4. A Tale of Vengeance
5. Valdivia Ransom City (demo)
6. Sega Brawlers Megamix
7. Super Fightin Spirit
8. Angel-0

Offline Skull Kingz

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Re: Bloodline: Origins -W.I.P.
« Reply #28 on: June 13, 2012, 05:17:51 pm »
thanks, thanks! This is far from my real work tho..  :nervous:

Offline Bloodbane

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Re: Bloodline: Origins -W.I.P.
« Reply #29 on: June 14, 2012, 01:19:55 am »
 Nice work!
 Just wondering, you have 2 images one with sword and one without, does this mean there will be 2 modes?

Quote
This game isn't gonna be "another clone".

 If you want to avoid 'cloning', you need to change basic gameplay stuffs such as atchain and throw. These 2 mechanics are widely used. For atchain, since you made sprites from scratch like this, I highly suggest made new attack chain. Anything than 11 2 3. If possible, made longer chain, people will notice this easily.
 As for throw, only add this ability if you want to. If you don't want, don't bother declaring this animation. It's also used too often so if Delacroix can't throw, it would make big difference ;)

Quote
Lol - Bloodbane Origins - Legend of the Dark Dragon...

 :laughing: :laughing:
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