I remember @Erikin84 and @rubixcuber talking about the Assault Shell animation in Discord Chat the other day, I think that they had encountered problems with that specific animation. Will ask if Erik can drop by and set the record straight.
If there's anything I can do to help promote sharing SF2 sprites in a specific format, please do let me know and I can introduce instructions to the SF2 assets submissions form.
I do recall you mentioning that sprites should be shared with a transparent background, but I'm not familiar with any...
Apologies for the late response, gang. Still catching up on odds and ends.
@Lobo I don't think that Hanzo necessarily needs to look bulkier or adorn more armour in his Promoted form, if anything I sort of see it as because he is so experienced now, perhaps he doesn't need quite as many tools or...
That guy is too cute! ?
I feel like I should pet him but that hundred-hand punch attack makes me think maybe not... Hehe.
Very good pixel art, too, Lynx!
These suggestions are aimed primarily for the Force members animation screens, but perhaps some may be applicable for the enemy animations screen, also.
- Sprite preview
To help show that you are indeed editing the correct sprite. And ideally if the sprite preview could animate the two idle...
This is not too dissimilar to an idea I have been slowly building on for over two years now. I have wanted to introduce famous 16-bit era heroes and villains into SF1, whereby each new hero would be introduced towards the start of a chapter and the remainder of a chapter would see the Force face...
I would like to add Force member stat install codes on the resource pages in order to further help streamline new character installations and also to help users to update their characters as members are further balanced in the future.
Proposed code install format that the editor could interpret...
When enabling Extended Classes, certain essential values are either left blank or assigned quite unusual values.
Preferably, all Extended Classes should use the following settings by default:
Movement Type: Standard (currently blank)
Action Type: Default (currently 'Fire Breath')
Unarmed...
This issue does not occur in Kega Fusion, only in RetroArch when using Genesis GX Plus (unfortunately my much preferred emulator).
I have attached a zip of the ROM. Changes include (in no particular order):
- Several 'Mechanics' enabled
- Nova character slot tweaked to include sprites, stats...