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/vr/ - Retro Games

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>> No.5625221 [View]
File: 29 KB, 1200x500, getting closer.png [View same] [iqdb] [saucenao] [google]
5625221

>>5625216
I haven't gotten enough done this week, fucked my sleeping habits up and I think I got a kidney stone which has laid me out.
I cleaned up the dithering on the arms of a few characters and I'm nearly done with the bomber knight. Still debating on a background, will most likely go with a brick wall of a dungeon or something like that.

>there's another Idaho poster here.
What the fuck.

>> No.5619819 [View]
File: 29 KB, 1200x500, getting closer.png [View same] [iqdb] [saucenao] [google]
5619819

I dunno if that guy who tore me a new asshole a few days ago is still here, but I've been thinking about a means of addressing the fucked up melee power difference between Blaz and Doomslayer.
If I spread the damage out of Blaz's combo so it starts stronger but doesn't spike up as high as it does at the end of the combo, it'll mean he'll be capable of killing wimpy enemies with a single blow, while also making sure tougher monsters still need some work to bring down, plus if I increase the pause between Doomslayer's sword swipes, it'll mean he's still capable of one shotting weak enemies too, he's just not as fast or efficient as Blaz. I'll be tweaking his quickfire melee too, make it so you can't chain the swipes together as quickly but still able to animation cancel and all that good shit.
Have an update to this art so far too, I've cleaned up the dithering on a few spots and I feel like that was the right call. Nearly done with the Bomber Knight, still need to figure out what last monster is gonna be.

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