WIP - RoShamBo 2D Fighting Game
phamtastic
Member, PRO Posts: 354
I'm very excited about my new fighting game in early production. Here is a very early look at some concept art coming to life from my artist. The character is "Sham" aka Paper Champ. She's doing a cute greeting pose before she gets ready to kick some butt. Let me know what you think
Comments
Looks really great , smooth animation i like it.
Looks great. Looking forward to the other characters..
Thanks! Here are the concept artwork for the 3 main characters and their master.
RO - Wandering ex-monk that specializes in Rock fighting technique
Sham - Geisha girl by day but deadly ninja girl by night. Specialize in the Paper Fan technique
BO - Samurai with razor sharp Scissors attacks.
Pai Mei - Grand master of all 3 fighting skills: Rock, Paper, Scissors
twitter.com/RoShamBoFighter
facebook.com/RoshamboFighter
@phamtastic Looking forward to following development. Nice animation with cool characters.
I'm a fan already.
Animation looks good so far.
@PhilipCC @The Baron
Thanks guys! I'm getting close to push out a first playable. So excited!!!!
twitter.com/RoShamBoFighter
facebook.com/RoshamboFighter
Check out SHAM doing her super moves by combining her two fans together and launching her super attack.
twitter.com/RoShamBoFighter
facebook.com/RoshamboFighter
Check out her victory dance by doing the Whip Nae Nae
twitter.com/RoShamBoFighter
facebook.com/RoshamboFighter
love the concept! Keen to see how it goes!
Video Gameplay of the first level. Let me know what you think.
twitter.com/RoShamBoFighter
facebook.com/RoshamboFighter
Wow this looks really cool. Animation is really good.
www.rossmanbrosgames.com
I think you might want to have some in-between frames, the animation is a bit jumpy in my opinion.
Also, with the new character design, I don't think the rock-paper-scissors buttons and attack actors really fit in terms of visual design. Too clip-art as opposed to a more hand-drawn feel the rest has.
@pHghost Thanks for feedback.. I'll definitely look into doing some optimization with in-game UI. As for the animation, I don't see the jumpiness but will take a closer look.
Thanks!!!
twitter.com/RoShamBoFighter
facebook.com/RoshamboFighter
@phamtastic I think what @pHghost means is that the animations have too few frames, with not enough in-betweening.
For example, an attack animation has a starting point, a mid-attack point, and a finish point that has been drawn and animated in your game. So we're seeing the entire attack play out in 3 different poses. It would be less 'jumpy' and more fluid if more frames were added in-between those major keyframes.
Another way to put it: it almost looks like I'm watching a fight through constantly blinking eyes.
@Adrenaline - I see but that's odd b/c I have roughly 10-12 frames per each animation.
twitter.com/RoShamBoFighter
facebook.com/RoshamboFighter
Exactly what I meant.
Do you have a sprite sheet of one of the animations to show, so we can compare it to the video? Might be some bug or something.
@phamtastic
For example, looking at your "victory dance by doing the Whip Nae Nae" animation, I can count about 8-9 frames of animation (some of them repeated as well, though that is not necessarily an issue). That's for 2.5 seconds of animation, which is a rate of 3.6 frames per second. If you want anything smooth-looking, you should be going for at least 10-12 frames per second.