HOME | DD

VinVulpis — VinVulpis Stand Loop [flats/MUGEN]

Published: 2014-03-25 00:46:30 +0000 UTC; Views: 2508; Favourites: 46; Downloads: 0
Redirect to original
Description I decided since I'm doing the MUGEN thing again that I might as well make a proper new version of my sona. I still have that old crappy "prototype vinvulpis" floating around which was my first MUGEN thing I made ever. It was largely a learning and experimental build. The scripting on him in butts and the animation is even worse. x_x

SO, a few years later, ima do him justice and make a proper version of him. His moveset and handling is gonna be way, way different. He's gonna have a mixed influence of Urien/Alex/Hugo from Street Fighter 3 like moves kinda, little bit of C. Falcon/Ganondorf inspiration from Smash Bros.

Most of his moves are gonna use his gravity like powers. He can create bursts of pulls and pushes by stomping or clapping. All of his "Fierce" (two button normal) attacks will have some that sort of burst force to them. 

I couldn't decided on what sorta color I wanted to go with on his shirt and shin socks. I wanted something in the violet area, but couldn't really settle on a more red or blueish tone. So, I went with a more neutral pink, since I gotta make the color different enough from his violet tones. Gotta make sure I can change that color independently in game.

The Fierce attacks:
Hammer Kick: Over-head. Charged unblockable and a few frames of invincibility. No armor.
Lunar Crash: Charge creates a growing ball of gravity and magnetism that eats projectiles and stuns foes it contacts. The attack causes a burst stun that also eats projectiles.
Moon Launch Face Kick: Launcher. Does not hit couching targets. Charged is invincible against air attacks.
Meteor Smash (Air): Downward aerial too legged kick. Bounce launches grounded foes. Aerial foes and face-planted. No charge, long warm-up.


The specials I've got lined up for him:
Moon Stomp: Attack that does no damage, but pull foes towards him. Light version is fastest, but shortest range. 
Moonsault: Command grab. He grabs his foe and launches into the air and ends the attack falling into a moon burst flop. Can be done in the air for a weaker version.
Carbunkle Comet: Vin jump up and falls back down in a sharp arc. It's a one hit knee drop that when it hits his foe, will spike them downward, and face-plant grounded foes.
Gemhead Tackle: Vin lunges forward for a shoulder/headbutt tackle.

and the Supers:
Lunar Hammer: A series of short ranged Moon Stomps followed by a few heavy burst strikes.
Neutron Breaker: Grab. Super version of Moonsault. Can be done in the air, but is a weaker version.

That's all the plan anyway. I'll probably tweek and slightly change some ideas as I go along with workin on him. I'm still gonna keep a priority on Jeibu, but It's nice to have a few alternates to crank out along side him.
Related content
Comments: 16

DeltafoxtheRenamon [2020-11-09 06:43:35 +0000 UTC]

👍: 0 ⏩: 0

UngluedPlayer [2015-04-23 18:13:37 +0000 UTC]

Really cool character man, your work is awesome

👍: 0 ⏩: 0

Ari-Dynamic [2014-05-18 23:19:38 +0000 UTC]

The motion is quite fluid! I don't know if you had intention to add shading, but it seems like you've got everything else in perfect shape. Well done. :3

👍: 0 ⏩: 0

darkzero779 [2014-03-30 22:54:04 +0000 UTC]

i have got to see a tutorial or process video of a sprite like this in such flent animation...

I never seen a flat colored sprite have this kind of animation,maybe due to seeing 8-16-24-32 bit sprites being more to so like metal slug cuz of the shading colors...

Metal slug sprites have some nice animation thanks to sup pixel animation(moving the colors of a sprite like small sprites in order to have movement without looking stupid)

cuz i mean,srsly,I like to make my sprites soemtime have that movement,when im makeing their flat colored work...well done

👍: 0 ⏩: 1

VinVulpis In reply to darkzero779 [2014-04-02 20:22:12 +0000 UTC]

Welp, I do work in several layers, but I layer it by body segments and things with secondary motions. I find it easy to keep track of consistency this way, so I make sure that even most of the parts not being seen on the layers, still looks good in each frame. I start out in a traditional fashion though, I Keyframe all the most important frame in the animations, and then work on all the in-betweens, slowly narrowing in on as many frames I can squeeze in to look smooth. I just don't redraw the whole sprite, only the parts that need changing, tiny bits at a time.

I outline on color at the same time in my process, since I mostly just redraw and move the parts that need it per-frame.

I plan on shading this work much later on, but I'm focusing on getting a a few characters playable before I worry about the extra pretty work. I want them functional first. I plan on shading in additional layers on top of the flattened sprites. 3 shades and one highlight, like I show here on Jeibu's game portrait vinvulpis.deviantart.com/art/J… .

People are starting to ask my to make some kinda videos about my process, so I just might start arranging to do that. 

Thanks, by the way!

👍: 0 ⏩: 1

darkzero779 In reply to VinVulpis [2014-04-24 16:41:20 +0000 UTC]

YEs please do that! Id like to see em..


and I see...kinda confusing for me to read since im not a  very techica detail reader...but I kinda am getting what ya mean

👍: 0 ⏩: 0

GiantPurpleCat [2014-03-29 18:49:55 +0000 UTC]

This one is awesome~! I love the fluid animation on this one.

👍: 0 ⏩: 0

Amyroses21 [2014-03-27 02:33:41 +0000 UTC]

That body movement, hands and tail swishing, all are animated very fluidly!
It must be very difficult trying to make this move so smoothly, so much great details!
I applaud you!^^

👍: 0 ⏩: 1

VinVulpis In reply to Amyroses21 [2014-03-29 00:34:22 +0000 UTC]

Thanks a bunch!

It's just very time consuming at times. Since I'm doing these animation in just simple flats for now, it comes along a lot faster though. Much later on once I have these characters playable, is when I'm gonna worry about the shading.

👍: 0 ⏩: 1

Amyroses21 In reply to VinVulpis [2014-03-29 10:23:29 +0000 UTC]

No problem!^^

I see...Good luck with your animations!!
I am hoping to see how it will turn out, i want to play the game!XDXD~~^w^

👍: 0 ⏩: 1

VinVulpis In reply to Amyroses21 [2014-03-29 11:38:12 +0000 UTC]

I already do have something playable, but it requires gettin the MUGEN engine setup aside from that. It's just a character download. The character isn't full finished on the currant download available. (and I seriously gotta update my site.)

elecbyte.com/ Has the engine.
www.carbunkleuniverse.com/Shad… is the character in Beta-3 (a lot of his moveset is being tweeked and modded though for his "finished" release.)

Once I have enough characters put together, I'm gonna make my own screen pack for the engine and have a packaged download, but that's a while down the road yet. x.x

Thanks again though.

👍: 0 ⏩: 1

Amyroses21 In reply to VinVulpis [2014-04-19 02:50:16 +0000 UTC]

OWO....wow that's cool!
Thank u so much.

👍: 0 ⏩: 0

skittlefuck [2014-03-25 22:38:30 +0000 UTC]

Agreed, that tail swish is a killer!

👍: 0 ⏩: 1

VinVulpis In reply to skittlefuck [2014-03-29 00:35:05 +0000 UTC]

Tail was definitely the most time consuming part of animating this. 

👍: 0 ⏩: 0

MrGreenface [2014-03-25 02:18:46 +0000 UTC]

Wow man, this is super fluid - love that tail swish!  

👍: 0 ⏩: 1

VinVulpis In reply to MrGreenface [2014-03-29 00:35:53 +0000 UTC]

Thanks! And yeah, the tail was the most time cosuming part of doing this. Funnily enough, the tail usually is on a lot of these.

👍: 0 ⏩: 0