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Hey guys, sorry for the delay in an update. I didn't have anything nearly close to a presentable state, so I held off a little longer than expected.


I've been working on redoing Es' groping animation, since that was the most requested change, but  so far it has ended up taking an extreme amount of time. 

---Technical Blurb..skip this if you're not interested--

The primary issue I had with making this animation is that (im sure some of you already know this) Es is about 2-4x times the size of brian in her "true size". This turns into an issue because she is scaled down 66% in-game, which makes the gropes look kind of weird. So while I could make a decent groping animation, it would not look scaled properly - for example, the hands I added to the new animation wasscaled at the size brian's hands were.  But once they're scaled down ingame, they didn't match up at all.

I tooled around with this for a while until I got an idea from a random conversation I had with SpectatorX(who prowls the discord) about cut-ins. So instead of trying to account for scaling differences somehow, I came up with this 'cut-in' idea, which lets me display the character at 100% size:

<-------- end technical blurb

What happens now is that for certain characters, if they have the proper animations in place, a full scale animation will appear. This has a lot of other perks like being able to extend animations with as many frames I want for as long as I like.


This ended up being a proof of concept, and I have it in game and working, but I need to iron out a few more details, as the way it works now is kind of strange, and since this functionality is baked into brian, and I am halfway through redoing his sprites for doggy, I will need to complete that as well for the release.

That said, this should be ready for an update/release by end of month.

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Comments

Cianan Lohrfaum

Hm. Thanks for the info. However, when doing the full scale animations, will they interfere with what else is on the screen, or will the animation also be scaled down a tiny bit so we can see the arena? I'm asking as if this would be used in simultaneous team battles, it may conflict with how gameplay functions since one may not be able to see what is behind the animation itself (like other fighters). I'm just making this assumption from the screenshots you've provided, even though it is, of course, a wip. Honestly, I was just wondering.

gettag

I didn't even think of 2vs2, so i'm glad you brought this up. I can probably make it smaller, or just outright disable in the case of a 2vs2 fight. I'll experiment with it.

Anonymous

i remember g-bit using a smaller, bordered cut-in for his blaze's BJ anim if that helps

Anonymous

Not to add to your work load (if A: This isn't a thing already. And B: you actually even consider this in the first place that is) but is there a toggle option to turn the cut ins on and off or are the base animations just kinda jank and the cut ins are absolutely needed at all times?

Cianan Lohrfaum

It seems that it may be needed due to the scaling issue that he has. So, probably the 2nd thing you said, unless a workaround can be found.

Anonymous

update?