Much Ado About Samus

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Re: something samus (for a nice change)

Postby corta » Sun Oct 17, 2010 4:57 pm

Alright, so I'm scrounging for ideas to use for mbrain... his daze/takeover move is an auto-hit... so I'm on the look out for some dodge-able moves...
I'm thinking (THINKING) of maybe (MAYBE) making some wire tentacles come from underground... (as part of his legs or something, i guess)
Basically, I've got an easy way of making and animating the tents without any re-drawing.. and I suppose I'm looking for permission to use what's frankly a slap-dash system..

tl;dr : want anything like this?
(PS. They're lines, so I can draw them more accurately and animate them properly.)

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Tentacle test.swf [ 2.8 KiB | Viewed 5611 times ]

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Re: something samus (for a nice change)

Postby SteelSaurus » Sun Oct 17, 2010 5:20 pm

Corta, if you want I can make something like that. Why do I tell people anything, it's easier to do and show you. Give me 20 mins.
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Re: something samus (for a nice change)

Postby corta » Sun Oct 17, 2010 5:26 pm

CS4 Flash files- roll up, roll up.

at the request of OoS (- good to hear from you, by the way)
here are some cs4 files, this should be all that are left outstanding...

PS: I'll have to make a new samus template with our lovely new armors, play shapes' new base, working eyes and mess layers.. (which will be a huge pain in the arse)
so in case my PC catches fire again... that's what did it.
Attachments
CS4 whip-whip.fla
(1.39 MiB) Downloaded 143 times
CS4 levirant attack.fla
(1.97 MiB) Downloaded 134 times
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Re: something samus (for a nice change)

Postby corta » Sun Oct 17, 2010 5:29 pm

SteelSaurus Wrote:Corta, if you want I can make something like that. Why do I tell people anything, it's easier to do and show you. Give me 20 mins.


The thing is that (with static shapes) it looks really wonky when it comes to animating, and it becomes either too rigid or to complicated... I'd like to "keep it clean" as it were.

Having said that, I'll take what I can get :P

Edit: using my stuff as the body, a new head and a dark pit to spawn it from would work wonders. (fingers crossed)
Re-Edit: 20mins? you can have 8 hours, I'd better get some sleep - plus you can relax!
Last edited by corta on Sun Oct 17, 2010 5:48 pm, edited 1 time in total.
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Re: something samus (for a nice change)

Postby OwnerOfSuccuby » Sun Oct 17, 2010 5:39 pm

I have some ideas - when i saw work of gorepete2. I understand that my idea was a little stupid - i try to use my components and it was hard to combine with animation - so i decided to wait a lttle and work with program part. And then try to use your animation :mrgreen: and your components :mrgreen:

May be more then one messy layers ? For example robots finish with black machine oil / Mutants with some thing like mutants colored ... etc :lol: .
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Re: something samus (for a nice change)

Postby corta » Sun Oct 17, 2010 5:48 pm

no-no, not stupid. ideally, we do make a component set that we can all use. mess layers wouldn't work at all without it (not to mention the file size we'd get...)

and the mess colours... this one is a bit tricky.... because of the nature of flash and transparency we can't have one mess set for each colour. (the long/stupid way)
so, two solutions.. we decide on a single/similar colours (diplomacy) or we script something that plays with the advanced/tint colour effect elements (out of my league)

..my head hurts already..
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Re: something samus (for a nice change)

Postby OwnerOfSuccuby » Sun Oct 17, 2010 6:07 pm

I am bad animator so for me will bemuch easy use your components :lol: ;) And remake my ;)
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Re: something samus (for a nice change)

Postby SteelSaurus » Sun Oct 17, 2010 11:10 pm

Well my attempts failed, I forgot I tried to do something similar with Ridley's tail.
I'll get right on it! Eventually...
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Re: something samus (for a nice change)

Postby corta » Mon Oct 18, 2010 2:23 am

SteelSaurus Wrote:Well my attempts failed, I forgot I tried to do something similar with Ridley's tail.


vs.

corta Wrote:Edit: using my stuff as the body, a new head and a dark pit to spawn it from would work wonders. (fingers crossed)



so, got good looking ends that I can use?
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Re: something samus (for a nice change)

Postby SteelSaurus » Mon Oct 18, 2010 2:34 am

A 'mech-tacle' and 'remote access warp hole'? So like 2 or 3 end types, a main body tube (want to try clear, or stick to basic monochrome metal?) and some fancy hole to come out of.
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Re: something samus (for a nice change)

Postby Csbears » Mon Oct 18, 2010 7:20 am

I dont know what we are talking about but i think i get the general idea...ideas to incorporate tentacles into Mbrain's main dodge-able attacks. I will reiterate my post i did on the other Samus page....Praetorian guards protecting her (unique elite super units she has guarding her at all times) that can be set to a timer so you must defeat them OR have her send them in ever increasing waves, who happen to have tentacles on themselves. If that doesn't float your boat what about just having Mbrain take a low level swipe at samus's feet? if you don't jump in time it will restrain her to the floor (knocks her off her feet and while in mid air it slams a tentacle on her to pin her to the floor / ground (if without armor) ) or take serious chunk of damage to your health (lets say...a fourth (if you do have armor) ).

If all you want is for the idea your wanting to get at (which is the tentacle out another dimension type deal) Have the Mbrain get a Portal-esq type Rift gun to cut holes in space and time as to send one of his tentacles to attack her from a safe distance without endangering himself. With the Mbrains rough rash inducing tentacles...have a slimy liquid out of the test tube tank the Mbrain was housed in or some oil or some other lubricant associated with evil automated machine cyborgs.
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Re: MBrain Teaser

Postby OwnerOfSuccuby » Mon Oct 18, 2010 11:47 am

corta Wrote:before I take a little nap, here's a sample of brain's combat-

he works on a random function,
0= replays idle
1= Energy balls:high
2= Mortar bombs
3= Calls minis
4= Energy balls:low

it seems a little slow at first, bit it's about the right speed for gameplay.
his visor will open when damaged and I'll give him some sexy telekinetic/hypnosis skills for him to use instead.
shoot the eye a bit, then go back to phase one.

classic Nintendo style!

MBrainEncounter.swf


Can you please post it in CS4 *.fla too :mrgreen: ?
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Re: MBrain Teaser

Postby corta » Mon Oct 18, 2010 12:28 pm

OwnerOfSuccuby Wrote:
corta Wrote:before I take a little nap, here's a sample of brain's combat-

he works on a random function,
0= replays idle
1= Energy balls:high
2= Mortar bombs
3= Calls minis
4= Energy balls:low

it seems a little slow at first, bit it's about the right speed for gameplay.
his visor will open when damaged and I'll give him some sexy telekinetic/hypnosis skills for him to use instead.
shoot the eye a bit, then go back to phase one.

classic Nintendo style!

MBrainEncounter.swf


Can you please post it in CS4 *.fla too :mrgreen: ?


It ain't done, yet -
and I'm getting the Samus Template done before I finish it off. (that saves me replacing components for at least one project..)
so... patience..

oh yeah, on the topic of the upcoming template: the fusion suit...
4 ingredients= normal/armored suit, concave/convex helmets - what goes with what?
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Re: something samus (for a nice change)

Postby OwnerOfSuccuby » Mon Oct 18, 2010 7:11 pm

I have some idea about Samus platformer - may be make it in that key:

Samus have 2 or may be more parametrs:
1)Energy
2)Dirty level
3)Life power/Stamina

When Samus get hit by monsters - she lose Energy / or get dirty.

1)Energy parametr lets her to use her gun and use armour - if power level is down armour down (like armour is energy shield not a clothes)

2)Dirty level - some kind of debuff - that slow motion.

3)When has no power to armour and gun charge - lose stamina (it restore during time) and let to kill enemy with out weapon.

Find some good pictures that can be used :mrgreen:
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Re: something samus (for a nice change)

Postby corta » Tue Oct 19, 2010 3:41 am

hate to do this... but we've already got all of that and you're over complicating the stats..

we've got (currently) energy and corruption -

energy works as expected, at a certain level we could put in a "helpless mode" where you can't shoot well and lose all armor (that's what you were after, right?)

and corruption is about balancing sexing for +energy (over do it, transform - game over(for now :mrgreen:))
one thing I would love is to wake up after transforming and be in some small 'game over' room where all the bad guys (and their animations) can be played for a little lok style.

and hey.. didn't I already make some bars?
(corruption regeneration sped up heaps for demonstration.)
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Bars Test.swf [ 15.01 KiB | Viewed 7697 times ]

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Re: something samus (for a nice change)

Postby trunks2585 » Tue Oct 19, 2010 4:12 am

I'd change the way you did the corruption bars, I didn't even notice what they were really doing till they were almost to the fatal level.
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Re: something samus (for a nice change)

Postby SteelSaurus » Tue Oct 19, 2010 4:18 am

An idea could be to use those 9 dividing bars having them each go red one by one, instead of them all getting redder little by little.
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Re: something samus (for a nice change)

Postby corta » Tue Oct 19, 2010 4:40 am

the idea was that it stays dormant till it's closing in, a bit like getting sick (or my kettle boiling) :P
I can put it back to "sensible" though, it is just a movie clip.
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Template Update (NOT FINAL)

Postby corta » Tue Oct 19, 2010 6:48 am

Firstly, IT'S NOT FINISHED - I just wanted to give everyone a chance to complain about whatever they want while I'm at the armor phase.

A few things to note:
No matter how perfectly aligned things are they will NOT fit perfectly on import. (I'll talk about the importing plan later, but expect it to take at least 20mins.)
each conversion will need to make an individual component clip, but keeping all the items inside as their own (un-edited) graphics/clips the file size shouldn't suffer

and suit problems...

Shoulders/helm: if they haven't been animated, there's 3 ways to go... one, just have none for the scene(easy).. two, animate them in (hard work).. three, plot device to remove them at the start of a scene - thrown off etc (50-50)..
Varia: the boots are designed to be put above the legs, where all others fit below leg layers - I've got a fix in mind, but it involves the "swap symbol" function (which works one keyframe at a time)
Cannon arm hands: something to make them invisible while cannon active (that only effects hands on that side) - I've had an idea while typing this one, I'll talk about it if it works! Fixed, setProperty worked.
Fusion: I've crudely cut the original uni-boob into a pair, it should animate properly but it may look a little weird sometimes..
Armored Fusion: in this one her tits become part of her body so any action that happens there will kind-of slide over her bits and they won't jiggle (that makes a bit of sense, right?) splitting them and keep the same visual quality might be more trouble than it's worth.. but if I get enough angry messages..

Greyed buttons are redundant, but still set-able
Arrows means the button changes the value of the one below (done for simplicity)

Click to Play
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Samus Template.swf [ 114.98 KiB | Viewed 9269 times ]



Still to go:
buttons for mess layers and colouring them,
expressions,
Jbailey suit + any others I haven't got.
placement fine tuning, (the zero suit's boobies still look a bit off...)
figure out why varia suit looks.. off..

and anything else I've forgotten.


You may now start the unpleasantness.
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Re: something samus (for a nice change)

Postby OwnerOfSuccuby » Tue Oct 19, 2010 11:58 am

Are all the components named ?

If they will be used in each animation it will be very good - but have to have standart name for each.

What about eye - will they change too ?

Will Messy levels be on armor parts layer ?

Can you please post CS4 *.fla of it too look how it looks from source ?
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