SpaceG92 wrote: NoName wrote:
July - August 2018 Progress Report:
. Additional stages complete.
. Moguera completed. Destroyah in progress.
. Completed Star Falcon and Land Moguera. Moguera will be able to detach at any time during the middle of a match. Like the film, he'll only be able to do so while hovering. https://i.imgur.com/8ux0hB6.png
Moguera looking pretty sexy. Can't wait to see your beastly Destoroyah more
I once was in a pickle about animating several heads at once. Basically just animate the necks with a blank head attached. Swap the heads as needed and recolor them for foreground and background. Once you have the frames it should be easier to approach it. Still will be a pain in the ARSE but once you have the idle frame, it should be just be set. I tried something similar in GIMP where I completed head animations, saved it as a GIF. Imported it back onto the main frame and just kept importing it during different cycles and it cycled fluidly. Then again, I do things the hard way
As for Toho Kong. The only Toho Kong I remember seeing on DA was from Cosbydaf's Replay. That's the only one I remember seeing.
Oh yes, once he's done, Destroyah gonna ravage players
On approaching the issue of animating multiple heads, your technique reminds me of a similar concept which would involve having a "main frame", but here using a single primary head+neck animation and stacking an amount of additional layers equivalent to the number of necks Orochi has, with each layer being simply a copy of the main and with the starting point of the animation randomized for each neck. Essentially, only two types of neck animations would be needed (diagonal screen-facing and profile). Only issue with this would be the extra shading that'd be needed between the necks to blend them together in order to avoid making it appear jarring. Thought about employing bezier curves as well but that would just give it too much of a "beads on a string" feel. Orochi is probably not as difficult as one might think, he's just Biollante with Ghidorah necks (and I'd expect his in-game behavior to be quite similar as well). Definitely in the favorite's list, but not in priority atm.
On Toho Kong, some thoughts occurred:
. Thanks to all the accumulated best practices learned in creating the earlier characters, Destroyah's progress has been substantial. I do think he'll be done the quickest of all characters thus far. In comparison, Toho Kong is quite simple actually (no huge wings, no complex details on body parts, no additional appendages etc.) so he should be even quicker to do.
. For the upcoming update, the Battle Legends roster selection was intended to include G60s (MosuGoji iteration), Hesei/"Futurian" King Ghidorah and Mech-King Ghidorah. Combined with the current roster and the ones done so far, right now, there is too much scale n' tail, but no anthros. Some diversity is in order. Toho Kong would also be an excellent complement to G60s, regardless of the difference in appearance.
. Legendary Kong won't be joining for a while, and the next update will focus a lot on the MV/MP stuff, so it'll feel out of place (for me at least) to start doing TK then.
In short, the ape is in. I don't typically detract from the development schedule, but in this case, I think its needed. If all goes well, I should be able to not only have Destroyah's sprites done by the next progress report, but have a good portion of Toho Kong finished as well.
@Flowrellik and PHRHD. Thank you both. Appreciate the input! PHRHD, I'll certainly keep that in mind!