Testing My Animated Character (Futa Warning!)

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Re: Testing My Animated Character (Futa Warning!)

Postby Lucky777 » Mon Jan 30, 2012 12:14 pm

With respect to landing on platforms, the feral jump's hitbox now appears to correspond either "more closely" or "perfectly" with its appearance.

Good work.

The angle of the inclines is such that she can run up them with no problem. Also great.

...If there is ever a situation where one has to take a running jump from a DOWNWARD incline, though, the fact that she comes off the ground whenever she tries to run
downwards along 'em is going to be a bit of a problem.
(Also, needs H-Scenes, rabblerabblerabblerabblerabble XD)

Continued good luckz.
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Re: Testing My Animated Character (Futa Warning!)

Postby alyce » Mon Jan 30, 2012 3:12 pm

Stop, now. There's one HUGE mistake you're making, that every other platformer on this forum has made. I'm telling you this because you had three different speed walking animations and now you only have two speeds, that's just a waste - but it's a good thing.

Now, don't have a set speed - your character model here has the ability to look like it's smoothly speeding up, screw press-button-to-run, let it die in a fire, let her/his speed have a momentum, just create a second value that slowly increases/decreases as the button is pressed, and allow that value to be his/her current speed. And when say.. speed rises above 25 units, change the animation. Cap the speed at the current press-button-to-run speed, that's a nice steady pace.

Obviously your thing is a work in progress, but it's best to set this up now - Also, with the combat, make the player uncontrollable during attacks, and don't make them 'holdable'. But once again, I'm picking at things that should be fixed almost near-final version.

My only other problem with this game is that some of that animations cut corners. Just the imp-run's arms seem a bit static is all, maybe give them a little sway, otherwise it's perfect - and this isn't really a problem to be honest.

The model itself is amazing, your skills are very impressive - as an animator, the galloping basically aroused me, you're very talented.
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Re: Testing My Animated Character (Futa Warning!)

Postby Biles » Mon Jan 30, 2012 4:38 pm

Lucky777 Wrote:...If there is ever a situation where one has to take a running jump from a DOWNWARD incline, though, the fact that she comes off the ground whenever she tries to run
downwards along 'em is going to be a bit of a problem.


That's a problem from the MiM mechanics I can't fix. However don't fret, running to jump further is no longer relevant (actually it has been since I first implemented the jump and run keys). If Vicka just stands at the edge, you can hold down the shift and hit the jump key button to jump further as if she had ran and jump off the edge.
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Re: Testing My Animated Character (Futa Warning!)

Postby Lucky777 » Mon Jan 30, 2012 5:30 pm

alyce Wrote:Stop, now. There's one HUGE mistake you're making, that every other platformer on this forum has made. I'm telling you this because you had three different speed walking animations and now you only have two speeds, that's just a waste - but it's a good thing.

Now, don't have a set speed - your character model here has the ability to look like it's smoothly speeding up, screw press-button-to-run, let it die in a fire, let her/his speed have a momentum, just create a second value that slowly increases/decreases as the button is pressed, and allow that value to be his/her current speed. And when say.. speed rises above 25 units, change the animation. Cap the speed at the current press-button-to-run speed, that's a nice steady pace.


A mere stylistic matter, really, and so it seems hardly like something that can be counted as even a small mistake, let alone a huge one.
That said though, I don't have any necessary objection to a momentum mechanic in the running, if it's a momentum mechanic applied WHEN the run button is held.
If you're trying to say that the Sonic style of increasing speed is objectively superior to the Mario style, though, then ... nope.

Biles Wrote:That's a problem from the MiM mechanics I can't fix. However don't fret, running to jump further is no longer relevant (actually it has been since I first implemented the jump and run keys). If Vicka just stands at the edge, you can hold down the shift and hit the jump key button to jump further as if she had ran and jump off the edge.


Oh, okay. Works for me, honestly.
Last edited by Lucky777 on Mon Jan 30, 2012 5:36 pm, edited 3 times in total.
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Re: Testing My Animated Character (Futa Warning!)

Postby GoRepeat » Mon Jan 30, 2012 5:34 pm

alyce Wrote:Stop, now. There's one HUGE mistake you're making, that every other platformer on this forum has made. I'm telling you this because you had three different speed walking animations and now you only have two speeds, that's just a waste - but it's a good thing.

Now, don't have a set speed - your character model here has the ability to look like it's smoothly speeding up, screw press-button-to-run, let it die in a fire, let her/his speed have a momentum, just create a second value that slowly increases/decreases as the button is pressed, and allow that value to be his/her current speed. And when say.. speed rises above 25 units, change the animation. Cap the speed at the current press-button-to-run speed, that's a nice steady pace.



Mistake implies its accidental. I make the conscious decision not to do this in my platformers because I find windup / momentum mechanics to be annoying and take away from the game play. I think you will find most people like their controls to be responsive and not have their characters take damage or get caught in something because their run mechanic was spinning up or fall off a cliff / run into an enemy because they didn't actually stop when they released the movement key.

So I disagree, I think the huge mistake is compromising game play for something so trivial.
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Re: Testing My Animated Character (Futa Warning!)

Postby kuja » Tue Jan 31, 2012 2:21 am

In my stupid opinion, there are two things which you can improve in the character's appearence:
The character's hair
The character's hair looks a bit manly. perhaps a redesign to get it a little more feminine?

The character's femininity
I think the character should/can be more sexy in a furry way. Maybe canine/feline ears, a typical furry thing.
Image


Well, anyway, ur character looks good. This is just my opinion and I just wanted to show an alternate view of the character. Please ignore me if Im being stupid or have offended ur art in any way. If possible, continue with the work, I really would like to see more.
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Re: Testing My Animated Character (Futa Warning!)

Postby Biles » Tue Jan 31, 2012 6:04 am

Well, it's just one's artist's opinion but it's okay. Anyways, she does have furry ears, did you engage her feral mode? Besides, I plan to improve her character design much much later on when I'm satisfied that I've gotten sufficient amount of 2D platformer mechanics learned. Hehe I love how those two hot pink circles almost look like glasses X3 Just incase you wanna know what type of a person she is, Vicka is an imp that can change into a fox-like being, and she's a futanari, but I think you would've known that by now.
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Re: Testing My Animated Character (Futa Warning!)

Postby kuja » Tue Jan 31, 2012 6:21 am

Yeah, i know she's a futa character. I just wanted to see a more feminine version of her. Nothing wrong with urs, ofc.
Bout ur plans to improve her design, and her ability to morph: I did not know, I thought it was the char's final version already(since I have not read the whole thread).
So the last one uv made is like a form between the fox-like and human(imp?)? Sounds cool, if u ask me.
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Re: Testing My Animated Character (Futa Warning!)

Postby Biles » Tue Jan 31, 2012 6:35 am

Haha, cute pic. She definitely looks like a bookworm right there :3 All it needs is a schoolgirl outfit, and she's ready to be fed to a tentacle/monster rape-fest. >:3
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Re: Testing My Animated Character (Futa Warning!)

Postby alyce » Tue Jan 31, 2012 11:57 am

Gorepete Wrote:
Mistake implies its accidental. I make the conscious decision not to do this in my platformers because I find windup / momentum mechanics to be annoying and take away from the game play. I think you will find most people like their controls to be responsive and not have their characters take damage or get caught in something because their run mechanic was spinning up or fall off a cliff / run into an enemy because they didn't actually stop when they released the movement key.

So I disagree, I think the huge mistake is compromising game play for something so trivial.


Lucky777 Wrote:
A mere stylistic matter, really, and so it seems hardly like something that can be counted as even a small mistake, let alone a huge one.
That said though, I don't have any necessary objection to a momentum mechanic in the running, if it's a momentum mechanic applied WHEN the run button is held.
If you're trying to say that the Sonic style of increasing speed is objectively superior to the Mario style, though, then ... nope..


You're right, both of you I was wrong to over exaggerate the problem, but not to call it a mistake, there's no edge in the current system, 100% control is POWERFUL, one can easily judge jump distances, enemy patterns, and then deal with the situations with absolutely no effort. Momentum is akin to the Platformer version of 'Cooldown' for walking. The game lacks a challenge without limits. Chess pieces have these limits for a reason.

I would also like to point out that Mario had momentum, both with the 'run' button, and the normal walk speed- just not to the exact same extent as Sonic, actually, Sonic players were rewarded when they found ways to accelerate extremely fast as often as possible whilst using reflexes to save yourself, whereas Mario players were sometimes punished for keeping a constant momentum, spinning fireball sticks, random bowser flames, etc. Both games actually had the ability to 'skid to a stop'.

But, I guess, back to my point. The reason I object against your current gaming engine, is because I hate all LOK platforming to date, especially Mario is Missing, that was disgusting. And, you seem to think by 'building up momentum' I mean 'it takes fifteen seconds to get to full running speed.'
There's are all opinion based things, so I guess majority rules here. And I'm kind of an idiot, just tell me if I'm spouting nonsense.
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Re: Testing My Animated Character (Futa Warning!)

Postby Biles » Fri Feb 03, 2012 3:41 am

I've fixed the problem with the HUD buttons. All future updates will be posted on the first post of this thread.
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Re: Testing My Animated Character (Futa Warning!)

Postby sigdelequa » Sun Feb 12, 2012 5:23 am

I just got to say one thing, superbly fantastitical awesomeness. (The ROR futa idea is so awesome it deserves its own awesome words).
I must say this game is beyond amazing from what it sounds because sadly I can't play it until I go home to a desktop.
I hope that there's a masterbating button or something? Ain't a reeeal futa if she can't play with what her creator gave her! XD
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Re: Testing My Animated Character (Futa Warning!)

Postby nods » Sun Mar 18, 2012 8:23 am

Looks rather interesting.
Vous venez perdre le jeu
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Re: Testing My Animated Character (Futa Warning!)

Postby Evilish » Thu Jun 21, 2012 2:34 am

Its gone what... several months before you sent something new about your flash game, would like to see what youve got so far! whats going on really? o.o
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Re: Testing My Animated Character (Futa Warning!)

Postby ttwyler » Thu Jun 21, 2012 8:49 pm

wow awsome i like this alot keep it up id love to see some enemies for her to get frisky with :)
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Re: Testing My Animated Character (Futa Warning!)

Postby dercas » Tue Sep 11, 2012 4:41 am

Mar 18th to Jun 21st to now? What happened Biles? This looked so promising.... I wouldn't even need a storyline. The animations are great, the mechanics and art looked great to me....just needed some enemies to bang.....lol
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Re: Testing My Animated Character (Futa Warning!)

Postby Biles » Tue Sep 11, 2012 8:02 am

Oh dang, I didn't see the resurrection come up on this one. Well, if anyone was just curious, I put this particular experiment in the pigeonhole so that I could follow the MiM game development (not to mention contribute) in that it will hopefully give me some more insights to further develop some knowledge skills to create a viable platform game someday. Eventually if and when I do start a platformer game, it's gonna be start from scratch basically.
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Re: Testing My Animated Character (Futa Warning!)

Postby OwnerOfSuccuby » Tue Sep 11, 2012 8:36 pm

Good character, good in game mechanics. Good work ;) :mrgreen:
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Re: Testing My Animated Character (Futa Warning!)

Postby urielmanx7 » Wed Sep 12, 2012 4:08 pm

Already hooked to this, wish you the best of lucks and hope you finish it! ^_^
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Re: Testing My Animated Character (Futa Warning!)

Postby dercas » Tue Nov 13, 2012 12:45 am

Biles Wrote:Oh dang, I didn't see the resurrection come up on this one. Well, if anyone was just curious, I put this particular experiment in the pigeonhole so that I could follow the MiM game development (not to mention contribute) in that it will hopefully give me some more insights to further develop some knowledge skills to create a viable platform game someday. Eventually if and when I do start a platformer game, it's gonna be start from scratch basically.



If you do decide to start from "scratch", I'd still love to see this futa character in action. In concept, if not this particular character.
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