Auron's final animations are finished, though not without a few scratches from the struggles of animating such a layered character, but eventually, I'll have to go back and reanimate his hyper attack, Sin. As of right now he looks like a grotesque, throbbing orifice, so it's unusable. His other overdrive moves which will be used as specials have come out well enough though. After splicing all of Auron's sprites, I was able to set up his files in Fighter Factory with minimal time loss. The next step is to set up all of his animations, organize them for easy, later access, and make sure they flow properly.
Although I have to code some of his moves, the basic attack animations are already set up in fighter factory. Fully completed animations include his intro 1 animation, his victory animation and his jab animation. Again, I just brought him into Fighter Factory very recently.
The good news is I can finally control Auron in the Mugen Engine. Before that I established his idle animation and his roster icon, though his large portrait also needs to be redone. Anyway, Sir Auron's release date is March 17th, 2022. I'm confident that I'll be able to complete him by then. I want it to be that day specifically because that's St. Patrick's Day, and Auron likes to drink.
I'm very happy to have him in this stage of development because the hard work with this character is all in his animations. I'm not itching to get back home from work to progress in the character because the rest is very simple, even his A.I. should be done without any sweat. I'm pretty comfortable with A.I. after making Raven's. I just need to slow down the spaces between the states being called.
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