In response to Ishuri
I really, really like LoF's particle effects!
In response to Ishuri
Looks great! I suggest making it brighter and more colorful though. Right now it looks like a weak fire, IMO. Brighter and more full of life colors would make it look more powerful. Also, add some red to it to make it look hotter. I think that dark grayish color is used a bit much as well.

Edit:
Notice how Zuko's fire looks more powerful than Aang's.
In response to GreatPirateEra
GreatPirateEra wrote:
Looks great! I suggest making it brighter and more colorful though. Right now it looks like a weak fire, IMO. Brighter and more full of life colors would make it look more powerful. Also, add some red to it to make it look hotter. I think that dark grayish color is used a bit much as well.

Edit:
Notice how Zuko's fire looks more powerful than Aang's.

Good suggestions, I'll give it a shot and make some changes.


How's that one?
In response to Ishuri
I think it's an improvement.
In response to Ishuri
I think you should lean more towards this direction, where you use more of an individual color rather than a mesh of them covering the entire flames. This brings out more contrast and is more visually appealing, in my eyes.
http://i.imgur.com/5l0QGPf.webm

Finally made the time to work on the background for this room called "Overlook".

Of course, licecap murders color depth, so some of it doesn't even show up in the webm.

Here's a still image that shows everything.



I still want to add a mist effect to the background, among other things, but I like the progress.


Almost an endlessly looping gif.

Here's the final attack type for the second boss.
In response to Bravo1
Thats a really cool effect buuut.

Do you have a name for those rpgs/attack?
I could be wrong, but it looks like the boss hit himself at the end there. ;P
In response to Akto
It does look like that XD
In response to Akto
Akto wrote:
I could be wrong, but it looks like the boss hit himself at the end there. ;P

It's the gif itself, he starts moving at the very end of the gif and the snapback to the beginning makes it look like a twitch.

Still, it's not supposed to move in so quickly after firing the missiles, I've already added a slight delay to the end of that attack so he doesn't immediately rush in while stuff's still exploding.

@Ghost: Not really, it's just "missile volley" for now. Actually in the code the phase is just called "launcher".
Another question where are those missles coming from o>O??
In response to Ghost of ET
Ghost of ET wrote:
Another question where are those missles coming from o>O??

In response to Bravo1
Bravo1 wrote:


Almost an endlessly looping gif.

Here's the final attack type for the second boss.

I pictured some tubes sticking out the back with dramatic pipe organ music playing as the theme song. :P
Dramatic pipe organ music you say?

In response to Bravo1
Bravo1 wrote:
Dramatic pipe organ music you say?


Very close! Needs more cowbell... or maybe war drums. :) Are you going to animate an eclipse and have a portion of the battle in the dark with only glowing eyes and rocket fire? :D
In response to Bravo1
Dat azz tho.
Progress.

This is mostly for testing purposes, HMs will be non-existent in this MMO take on Pokémon. It'll be based upon Pokémon Types and Logic.

Example: You send out a Scyther, obviously that Scyther can cut through a small tree so it'll be able to interact with the tree in order to cut it down. Or maybe you have a Charmeleon? Well he'll obviously be able to burn the tree down. Each possibility will have it's own neat animation.

Untitled
So if you want to get that starting advantage you HAVE to start with the fire type? Ok?
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