LM2D Arcade: Mildred Complete Character Sprites (Prototype)
Here she is with her complete frames and first costume. These sprites are still considered prototypes, I haven't decided whether to put a mouth on frames 1 - 6 or not. But enough about plans, let's talk character behavior!
Frames 1 - 3
These frames will mostly be seen on the character selection on result screens and when the round ends. Characters stand still during the selection process and then run of the right side off the screen when selection is finished. On the result screen, they enter from the left before striking a victory pose.
Frames 4 - 6
These frames are the ones that will be seen the most in the game. When characters are active, these frames are used to show their equipment is too. They are also used for standing, moving and jumping.
Frame 7 - Burnout
Frame 7 is the result of a burnout. Some equipment can overheat, like the poltergust 400 from the beta of Luigi's Mansion. When the 400 overheats, it causes recoil damage to the player and this frame is used.
Frame 8 - Generic Damage
Frame 8 is the result of taking another form of damage; like getting punched in the face by a ghost, struck by lightning, getting attacked by a fungus demon, or being the idiot who thinks crossing the streams is a good idea.
Frame 9 - Jump Scared
In this game there are some ghosts that are elusive and jump out and scare the character instead of attacking them, causing the character to lose a temporary large chunk of their max health and enter the fear state for a short time. This frame is the character's reaction to said ghost before entering the fear state.
Frame 10 - Unconscious
This frame occurs when a character gets decked a little too hard and looses their remaining health. This normally results in a game over, but if you have a second player, who hasn't died yet, they can revive the other by interacting with the unconscious player. Provided, they have enough 1-ups to do the action.
Frames 11 - 13 Fear State
After being jumped by a ghost, characters enter the fear state where these frames are used. In the fear state, characters cannot use their equipment, cannot jump, cannot open doors, cannot duck, they can only walk backwards while looking for the ghost that jumped them. Each character has a different reaction to the fear state, in Mildred's case she looks over her shoulder while walking backwards in an attempt to catch ghosts coming from any direction, or so she believes.
Frame 14 - Crouch
Characters can crouch to avoid certain attacks, turn off their flash light's for as long as needed or retrieve their ghost traps.
Frames 15 - 17 Victory Poses
On the results screen charters will strike one of two victory poses. When any of the vacuums are equipped, frames 15 and 16 are used. When a character has a proton pack equipped, frames 16 and 17 are used.
15 - Confident Hero Stance
16 - Satisfied Coffee Break
17 - Bustn' Makes Me Feel Good
Head in the box is used for charcter selection and the one next to it is a spare.
Mildred Abzug © GreyofPTA
That's all for now, now I have to recolor this set of sprites four more times for alternate costumes.
Frames 1 - 3
These frames will mostly be seen on the character selection on result screens and when the round ends. Characters stand still during the selection process and then run of the right side off the screen when selection is finished. On the result screen, they enter from the left before striking a victory pose.
Frames 4 - 6
These frames are the ones that will be seen the most in the game. When characters are active, these frames are used to show their equipment is too. They are also used for standing, moving and jumping.
Frame 7 - Burnout
Frame 7 is the result of a burnout. Some equipment can overheat, like the poltergust 400 from the beta of Luigi's Mansion. When the 400 overheats, it causes recoil damage to the player and this frame is used.
Frame 8 - Generic Damage
Frame 8 is the result of taking another form of damage; like getting punched in the face by a ghost, struck by lightning, getting attacked by a fungus demon, or being the idiot who thinks crossing the streams is a good idea.
Frame 9 - Jump Scared
In this game there are some ghosts that are elusive and jump out and scare the character instead of attacking them, causing the character to lose a temporary large chunk of their max health and enter the fear state for a short time. This frame is the character's reaction to said ghost before entering the fear state.
Frame 10 - Unconscious
This frame occurs when a character gets decked a little too hard and looses their remaining health. This normally results in a game over, but if you have a second player, who hasn't died yet, they can revive the other by interacting with the unconscious player. Provided, they have enough 1-ups to do the action.
Frames 11 - 13 Fear State
After being jumped by a ghost, characters enter the fear state where these frames are used. In the fear state, characters cannot use their equipment, cannot jump, cannot open doors, cannot duck, they can only walk backwards while looking for the ghost that jumped them. Each character has a different reaction to the fear state, in Mildred's case she looks over her shoulder while walking backwards in an attempt to catch ghosts coming from any direction, or so she believes.
Frame 14 - Crouch
Characters can crouch to avoid certain attacks, turn off their flash light's for as long as needed or retrieve their ghost traps.
Frames 15 - 17 Victory Poses
On the results screen charters will strike one of two victory poses. When any of the vacuums are equipped, frames 15 and 16 are used. When a character has a proton pack equipped, frames 16 and 17 are used.
15 - Confident Hero Stance
16 - Satisfied Coffee Break
17 - Bustn' Makes Me Feel Good
Head in the box is used for charcter selection and the one next to it is a spare.
Mildred Abzug © GreyofPTA
That's all for now, now I have to recolor this set of sprites four more times for alternate costumes.
Category All / All
Species Unspecified / Any
Size 2125 x 485px
File Size 37.4 kB
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