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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360551 times)

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3630 on: September 07, 2012, 08:11:46 pm »

I'll somehow make that subweapon be activated on your hard reset button.

MAY HEGEHOG

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3631 on: September 07, 2012, 08:16:02 pm »

are the spinning gears actual moving platforms or just background animation

and you went offbeat multiple times noob omg
« Last Edit: September 07, 2012, 08:17:54 pm by $WAqqEd OuT MaY »
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RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3632 on: September 07, 2012, 08:21:50 pm »

are the spinning gears actual moving platforms or just background animation

and you went offbeat multiple times noob omg
I don't understand what you mean by "actual" moving platform. The gear itself is a combination of a platform that moves players on it, and a rotational sprite.

:modbot: The author states that the offbeat timing was an intentional stylistic choice intended for syncopation and notes the presence of complex offbeat harmonies.
« Last Edit: February 08, 2026, 04:41:11 am by MedO »
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Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3633 on: September 07, 2012, 09:14:36 pm »


Wow, this turned out kinda nice...

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3634 on: September 07, 2012, 09:27:22 pm »

gimme the base sprite, I wanna try my hand at animation for him

Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3635 on: September 07, 2012, 10:44:21 pm »

Want the bare sprite like I used above or the one with shading?

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3636 on: September 07, 2012, 10:53:54 pm »

bare sprite, like whatever you would use for the walking sprite.

Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3637 on: September 07, 2012, 11:00:52 pm »

Well, I usually pull what I need off of the standing sprite, but I tried something different for the stab, hence the flat version

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3638 on: September 07, 2012, 11:21:43 pm »

your animation has him attacking with his front hand, but the sprite has him holding the sword with the back hand.

Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3639 on: September 08, 2012, 12:14:06 am »

I haven't changed the base sprite yet really.
You'll also notice the collar is one pixel taller on the shaded one.

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3640 on: September 08, 2012, 03:36:46 pm »

Here's what I was able to get

Lemonade

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3641 on: September 08, 2012, 04:05:19 pm »

This video is so pretty cutely beautiful.
The map looks like cake and the new class select and icons are much of an upgrade.  :yaymoney:
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Dusty

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3642 on: September 08, 2012, 05:35:56 pm »

Well, if you read the file name it's actually only half of the animation.
I wanted to make him grab some one, stab them, and then kick the guy away as a projectile.

RebelINS

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3643 on: September 08, 2012, 06:01:26 pm »

I have been thinking about programming grapple attacks, but I haven't pursued it for the same reason I don't add full-on stun or freeze attacks. It takes control out of the other player's hands.

AcidLead

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Re: INSmod | Version 1.25 ex | HUD overhaul update
« Reply #3644 on: September 08, 2012, 06:07:36 pm »

I have been thinking about programming grapple attacks, but I haven't pursued it for the same reason I don't add full-on stun or freeze attacks. It takes control out of the other player's hands.
Then don't. Take control away, I mean. Just have the player unable to turn around and make their jumps and movement have to carry two people. It's not a traditional fighting game grab, then, but those are cheap anyways.
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