Chuney [Animated]
Since I posted that gachimuchi shitpost of this guy, I might as well introduce him a bit better with this animation.
This here is Chuney. I gave him an idle pose reminiscent of Axel's in Streets of Rage 3. He's kind of a goofy guy with some silly antics in his combat. Don't be fooled by his antic though, he's actually very competent.
Chuney's moveset is generally going to be a close-ranged rushdown/mix-up focus. Defensive gimmicks will be focused on dodging, and might have just 1 armored attack used as a tank-and-counter big punch.
I'm kinda gonn go with a Dudley (Street fighter 3) feel in his game play with a dash of some other stuff. A good deal of multi=hit pressure tools with dodge and punish tactics.
He has a projectile, but it's pretty short ranged, kind of like Dan's Gadouken. The catch is that he'll be able to dash-cancel the projectile to rush in right behind it and use it as a combo-starter or extender if they fall away from most of his attack ranges.
General moveset is boxer-like, but he still kicks, at least one of his specials will be a kick chain of some sort.
Later on this summer, I might get this guy started in the engine. I'm looking to push a lot harder and trying some new things to wrangle myself. I know my power level in terms of producing things is potentially very high, I just suffer from inconsistency and being a scatterbrain. Am a doofus.
Places:
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https://www.vinvulpis.com/
Commission Info
This here is Chuney. I gave him an idle pose reminiscent of Axel's in Streets of Rage 3. He's kind of a goofy guy with some silly antics in his combat. Don't be fooled by his antic though, he's actually very competent.
Chuney's moveset is generally going to be a close-ranged rushdown/mix-up focus. Defensive gimmicks will be focused on dodging, and might have just 1 armored attack used as a tank-and-counter big punch.
I'm kinda gonn go with a Dudley (Street fighter 3) feel in his game play with a dash of some other stuff. A good deal of multi=hit pressure tools with dodge and punish tactics.
He has a projectile, but it's pretty short ranged, kind of like Dan's Gadouken. The catch is that he'll be able to dash-cancel the projectile to rush in right behind it and use it as a combo-starter or extender if they fall away from most of his attack ranges.
General moveset is boxer-like, but he still kicks, at least one of his specials will be a kick chain of some sort.
Later on this summer, I might get this guy started in the engine. I'm looking to push a lot harder and trying some new things to wrangle myself. I know my power level in terms of producing things is potentially very high, I just suffer from inconsistency and being a scatterbrain. Am a doofus.
Places:
FurAffinity | InkBunny | Weasyl | Twitter
Buy Me a Coffee! (Ko-Fi Tip Jar)
Piczel - Art/Animation/Mugen Stream
Twitch - MUGEN Streams
https://www.vinvulpis.com/
Commission Info
Category Artwork (Digital) / Fantasy
Species Unspecified / Any
Size 381 x 378px
File Size 133.7 kB
Honestly... I don't have a clear order, and I really should. I usually do the standing idle first, because that's usually something that don't need any revision.... usually. Then at least a crouching sprite, and a rough draft of a walk.... from there, it's just kinda whatever.
As I build the character in the game, I end up using a lot of placeholders from whatever character I'm building on top of that I previously made.
I think idealy, idles, movement, get hits and guards SHOULD be first. but I have like 3 WIP characters that are using other character's get-hits because I got motivated to try out attack ideas first.
One important thing I learmed though, is that I never finish attack animations right away. I do roughs as fast as I can, to test the idea out first. The reason for this is that when I was making Gejhi, I ended up wasting a ton of work I ended up not using on ideas that didn't pan out or just felt didn't fit the character. So now I just import the rough-unfinished animations and play around with the code and idea to make sure I like it and can change or tweak anything if the idea flops or just needs tweaking.
As I build the character in the game, I end up using a lot of placeholders from whatever character I'm building on top of that I previously made.
I think idealy, idles, movement, get hits and guards SHOULD be first. but I have like 3 WIP characters that are using other character's get-hits because I got motivated to try out attack ideas first.
One important thing I learmed though, is that I never finish attack animations right away. I do roughs as fast as I can, to test the idea out first. The reason for this is that when I was making Gejhi, I ended up wasting a ton of work I ended up not using on ideas that didn't pan out or just felt didn't fit the character. So now I just import the rough-unfinished animations and play around with the code and idea to make sure I like it and can change or tweak anything if the idea flops or just needs tweaking.
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