Much Ado About Samus

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Re: Much Ado About Samus

Postby dancecat » Tue Mar 01, 2011 10:03 pm

That zergling looks really happy! : D
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Re: Much Ado About Samus

Postby ByHisBillowingBeard » Wed Mar 02, 2011 12:48 am

Mighty fine work. I'd say a little back on the head and up. Or at least more central over the vertical line separating the jaw muscle and the teeth. But I'm not Corta. And less of the eye visible.
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Re: Much Ado About Samus

Postby Digfree » Wed Mar 02, 2011 1:26 am

ByHisBillowingBeard Wrote:Mighty fine work. I'd say a little back on the head and up. Or at least more central over the vertical line separating the jaw muscle and the teeth. But I'm not Corta. And less of the eye visible.


I don't need to follow the pic exactly, and if you look on my last post of the ling, it looked really odd that high up and in back, looks more natural there, or so I think at least
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Re: Much Ado About Samus

Postby corta » Wed Mar 02, 2011 5:45 am

Digfree Wrote:How is the eye location now corta?

I am drawing the armor on the ling now as well.

so-far, so-good.
it doesn't quite look like a 'baddie' yet, though.. and that may or may not be aiming for ugguh-lee buggu-lee, but..

tilting the eye about 10-20 degrees counter-clockwise, (maybe, maybe not. he looks a bit friendly)

also, a little detail around the eyes would be good - for them to look deeper/less flat like in the pic I would recommend full-tone colouring around the eye... have the part we've got now one shade darker and have a second stretched longer beteer (but not touching) the snout and ear(?)

the teeth are interesting, the top ones are way over-sized - and they form a grin. I like that.

one last thing about mobility, the fang on the bottom of the neck - could you bring that further to the left so it can tilt further?


hmm, I'm actually starting to like the idea of the smiling baddie..
anyone else got thoughts on that?

Eggplants Wrote:My only complaint is it looks like she has REALLY flat hips.

now that you've said that -I CAN SEE IT-

anatomically, how is the rib area?
..compared to that of the front..

OwnerOfSuccuby Wrote:Very good work - and interesting idea with Samus back and changing colours - how did you make them ? Some program code that change colour - or frames ???

frames, always frames. filters turn everything into jpegs.
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Re: Much Ado About Samus

Postby Zeus Kabob » Wed Mar 02, 2011 6:50 am

Corta, now that you mentioned that he looked friendly I can only see his jaws full of sharp teeth as a big-toothed smile.
Digfree, if you maybe put more of the angle, and sink the eye into a defined socket, that could make it look meaner.
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Wed Mar 02, 2011 11:52 am

Corta, how do you think - may be i should remake all i have from AS3 => to AS2 ? Image

Becouse as i can see nobody use AS3 there :mrgreen: ? Image
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Re: Much Ado About Samus

Postby Digfree » Wed Mar 02, 2011 9:25 pm

corta Wrote:so-far, so-good.
it doesn't quite look like a 'baddie' yet, though.. and that may or may not be aiming for ugguh-lee buggu-lee, but..

tilting the eye about 10-20 degrees counter-clockwise, (maybe, maybe not. he looks a bit friendly)

also, a little detail around the eyes would be good - for them to look deeper/less flat like in the pic I would recommend full-tone colouring around the eye... have the part we've got now one shade darker and have a second stretched longer beteer (but not touching) the snout and ear(?)

the teeth are interesting, the top ones are way over-sized - and they form a grin. I like that.

one last thing about mobility, the fang on the bottom of the neck - could you bring that further to the left so it can tilt further?


hmm, I'm actually starting to like the idea of the smiling baddie..
anyone else got thoughts on that?


Tilted eye
added a bit of armor around it... I think

Yeah I love the teeth, but I love them more when the jar opens, lol

I only thing I didn't change was the fang, it's part of the outer jar, and it's on the side, I don't think it would effect movability at all.

If you still don't like the eyes, I'll leave them as they are, and when I Finnish the rest of the zerg, you can touch up anything you don't like, I just not sure what you mean sometimes, lol I am self taught anyways. lol.
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Re: Much Ado About Samus

Postby corta » Thu Mar 03, 2011 6:21 am

Digfree Wrote:If you still don't like the eyes, I'll leave them as they are, and when I Finnish the rest of the zerg, you can touch up anything you don't like, I just not sure what you mean sometimes, lol I am self taught anyways. lol.


yeah, that sounds fair enough
..and yeah, my walls of text tend to ramble somewhat..

OwnerOfSuccuby Wrote:Corta, how do you think - may be i should remake all i have from AS3 => to AS2 ? Image

Becouse as i can see nobody use AS3 there :mrgreen: ? Image


wow, this is quite a bit of a question.. (and I think this is the sort of question that only you can answer..)

but for me, learning AS3 seemed needless..
other than it being more 'powerful' (whatever the hell that means..) and a few semi-useful tools, I don't see enough practical features to interest me..

DISCLAIMER: anyone who doesn't know either, start with AS3 - it's a pain in the arse to change from 2 to 3.


but, for you oos - whatever seems easier to you.
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Re: Much Ado About Samus

Postby Zeus Kabob » Thu Mar 03, 2011 7:52 am

Great eyes. It really changes the toothy smile to an evil smile. Looking good.
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Re: Much Ado About Samus

Postby Mr.Elefant » Fri Mar 04, 2011 5:45 am

Speaking of zerglings, I earned my zergling portrait a few days ago on SC2. Also the drawing looks very sadistic...I love it!
I'm right 98% of the time.
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Re: Much Ado About Samus

Postby Digfree » Fri Mar 04, 2011 5:50 am

Mr.Elefant Wrote:Speaking of zerglings, I earned my zergling portrait a few days ago on SC2. Also the drawing looks very sadistic...I love it!

I am so close to getting Broodlord portrait... sorry about off topic XD
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Re: Much Ado About Samus

Postby Bliss » Fri Mar 04, 2011 6:12 am

I've followed this and several other projects for months now, but only recently made an account. I saw the zergling design and tried to make one based off Digfree's. Would it be okay if I posted it? It's not flash or anything, just an image right now.
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Re: Much Ado About Samus

Postby corta » Fri Mar 04, 2011 10:17 am

Did a little drawing, a few character changes in this update..

# new hand-set (movable thumbs, AWESOME!)
# 3 armor changes,
# 2 hairs,
# 11 backs,
and some behind-the-scenes crap.

.fla incoming, fuck CS4, it's getting too large and I'm getting less patient.

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Corta's Character Template.swf [ 545.99 KiB | Viewed 13520 times ]



###= Updated .fla, there's always a few things that I miss..
- fixed Rayne's hair and boobs clipping, (and maybe being a -little- mis-shapen..) and found a floating armor piece.
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Re: Much Ado About Samus

Postby Blargh » Sat Mar 05, 2011 3:58 am

Hmmm. Something happened here and I don't know what. I can't see a character when viewed on the webpage here, but when I compile the .fla file, the .swf works fine???

EDIT: And of course now that I've posted something it works in the webpage. >_>

EDIT AGAIN: Oh wow. The new looks for Rave Elf, Rayne, and Shadow are beautiful. O_O The black complexion with blonde hair turn Shadow into Chaos Samus now. :D
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Sat Mar 05, 2011 1:14 pm

It is looking like it is impossible to remake my verion of AS3=>to AS2 - so i think i will start from zero - and remake all on AS2 then. The languages are very difrent from each other. I find some my old projects on AS2 and some others work - so i have some samples of code on it. And have some code stuff on AS3 like Edvarts code as example and my old code. So i hope i will make better version on AS2 then i have on AS3 now.

It will be 2 good things in it:

1)I will remove All animation from it - so it will be only code with a little size in it.
2)I will make it look better from libruary part.

All other will be as in AS3 version or even better i hope. But with no animation in it - i think it will be recktangles again :lol: ;)

But if change rectangle animation for example PlayerRunRight => to normal animation there will be for example running girl.

So if you want me to add some thing to it please say now - what to change and what to add - or i will make as i think will be better to do :lol: :mrgreen:
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Re: Much Ado About Samus

Postby Mr.Elefant » Sun Mar 06, 2011 4:19 am

Bliss Wrote:I've followed this and several other projects for months now, but only recently made an account. I saw the zergling design and tried to make one based off Digfree's. Would it be okay if I posted it? It's not flash or anything, just an image right now.

Yes.
I'm right 98% of the time.
Who cares about the other 3%.
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Re: Much Ado About Samus

Postby Anonymous » Sun Mar 06, 2011 5:32 am

corta please make a animation with the tan option with a blowjob option please.
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Re: Much Ado About Samus

Postby corta » Sun Mar 06, 2011 5:53 am

OwnerOfSuccuby Wrote:It is looking like it is impossible to remake my verion of AS3=>to AS2 - so i think i will start from zero - and remake all on AS2 then. The languages are very difrent from each other. I find some my old projects on AS2 and some others work - so i have some samples of code on it. And have some code stuff on AS3 like Edvarts code as example and my old code. So i hope i will make better version on AS2 then i have on AS3 now.

It will be 2 good things in it:

1)I will remove All animation from it - so it will be only code with a little size in it.
2)I will make it look better from libruary part.

All other will be as in AS3 version or even better i hope. But with no animation in it - i think it will be recktangles again :lol: ;)

But if change rectangle animation for example PlayerRunRight => to normal animation there will be for example running girl.

So if you want me to add some thing to it please say now - what to change and what to add - or i will make as i think will be better to do :lol: :mrgreen:


so.. how about a 2.5d game?
then we can have tactics that aren't just walking backwards and shooting..
for example: crazy flasher 2
just replace player grabs with sexy bits..

Bliss Wrote:I've followed this and several other projects for months now, but only recently made an account. I saw the zergling design and tried to make one based off Digfree's. Would it be okay if I posted it? It's not flash or anything, just an image right now.


absolutely, if it's good you get showered with high-fives and make-outs.
if it's not, then dig gets the sweet ego-boost that only fan-art can provide - and then goes on to make something that makes us all smile

nothing to lose :)

paint-the-seconds Wrote:corta please make a animation with the tan option with a blowjob option please.


a blowjob ..option..?
there'll be some of that in nova part II 8-)
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Re: Much Ado About Samus

Postby Axel » Sun Mar 06, 2011 6:09 am

Well, this has become a lengthy topic.


I'm falling in love with your skin swap option, though it'd be a slight better if we could put it to application in game, somehow.
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Re: Much Ado About Samus

Postby OwnerOfSuccuby » Sun Mar 06, 2011 9:39 am

Code: Select All Code
so.. how about a 2.5d game?
then we can have tactics that aren't just walking backwards and shooting..
for example: crazy flasher 2
just replace player grabs with sexy bits..


Already working on it :mrgreen:

But i think i will add it later - i want to make big code that can play a lot of different game types. So i will first remade what i already have on AS3.

Now it is more seporated - so it is more easy to make it.

All constants now will be on stage and it will show its change:

So now it will be easy possible to make Swim/Climb Walls/ Double Jump / Double Run (Ow Walk /Run switch ) / Snipe (When player stand and do not move when fire) - etc.

And it is easy possible to use right animation for it.
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