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HorrorMovieRei

Polishing the Combat Slug

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So today I gave polishing the Combat Slug a try. This is the result:
(these are the only completed frames atm)

I know I missed a few pixel artifacts around the edges, but I'll remove them eventually. But aside from that, I'm thinking that I may also have to re draw the cannons, because they keep changing proportions, which is very noticeable in motion.
So, thoughts? Suggestions?

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I remember when Raymoo made that. But since he's got a lot on his plate making 3 monsters simultaneously, from scratch, and a few other misc things, I thought I'd take up the job of polishing the slug, which is not as urgent as the other things he's doing.

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Here's an idea: use both. Raymoo did 5 angles of one frame, but you did one angle of a full animation cycle. I suggest incorporating elements of Raymoo's version into the existing animation (such as the revamped launchers and additional wires), and use the rest of his frames to have a starting point on the animation cycles for the other angles.

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Yeah, use raymoohawk's style and continue it. That way, raymoohawk can finish his Pestmeister and you can finish the combat slug.

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thanks for taking the initiative horromovieguy :)

i actually regret changing the cannons in my version, so i'll leave it up to you to if you want the rounded ones i made or the original angular ones, tho i now think the original angular ones look better

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RonLivingston said:

is raymoohawk making more progress on the tan combat slug?


I don't think so.

raymoohawk said:

thanks for taking the initiative horromovieguy :)

i actually regret changing the cannons in my version, so i'll leave it up to you to if you want the rounded ones i made or the original angular ones, tho i now think the original angular ones look better

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raymoohawk said:

i actually regret changing the cannons in my version, so i'll leave it up to you to if you want the rounded ones i made or the original angular ones, tho i now think the original angular ones look better

Indeed, please keep the rectangular guns.

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Yeah, I think I'll keep the rectangular guns, but I'll borrow a few things from Raymoohawk's design too, like the wires and the laser-pointer-looking things on the side of his cannon.

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The walking frames are all mostly complete(except for the cannon). I haven't progressed much since, but after this week is over I'll be able to get back to it.

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Has any progress been made on this? It's been over five months since the last update.

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I wanna apologize for the hiatus, and also want to let everyone know that I am indeed still working on this. I got a more clear view of how I'm gonna approach this task, and I'm gonna be posting progress very soon.

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Walking frames are 100% done. I've decided to leave the old cannons, but I gave them a more metallic look, and I fixed the inconsistent size between frames.

https://www.dropbox.com/s/sujsa53hozoxybb/0slug.wad?dl=1

wSKSyjD.png

Β 

I'll be posting the other animations as I go along, but in the following days I'll also post the WIP frames too, just so we have something for the daily builds.

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Looking great there! Only issue I have is that the backside looks too plump and smooth, but I understand its a WIP. I thought it was cool how you could see the bones stretching against the skin and all, but an improvement nonetheless.

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On β€Ž6β€Ž/β€Ž5β€Ž/β€Ž2017 at 2:42 PM, HorrorMovieGuy said:

Walking frames are 100% done. I've decided to leave the old cannons, but I gave them a more metallic look, and I fixed the inconsistent size between frames.

https://www.dropbox.com/s/sujsa53hozoxybb/0slug.wad?dl=1

wSKSyjD.png

Β 

I'll be posting the other animations as I go along, but in the following days I'll also post the WIP frames too, just so we have something for the daily builds.

How are you doing on the firing animation?

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One suggestion I would have is to make his walk cycle a bit more "grounded". Playing the game, it often looks like he's floating while walking around because his grounded feet are not firmly planted on the ground, but lifted up at a weird half angle, and his tail is lifted in the air. It doesn't really convey that this guy is supposed to be heavy. I think making the cycle more grounded would better convey that this thing really is a slug.

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10 hours ago, Doctor Nick said:

One suggestion I would have is to make his walk cycle a bit more "grounded". Playing the game, it often looks like he's floating while walking around because his grounded feet are not firmly planted on the ground, but lifted up at a weird half angle, and his tail is lifted in the air. It doesn't really convey that this guy is supposed to be heavy. I think making the cycle more grounded would better convey that this thing really is a slug.

I think that theΒ "foot" you're talking about is actually its elbow

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So, no further progress with this so far? Would it make sense to contribute the walking frames to the repo while keeping the rest of the animations incomplete?

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