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 MUGEN 1.0+ Ganondorf WIP

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Posts : 104
Join date : 2014-02-06
Age : 30
Location : Somewhere in the spiral galaxy

PostSubject: MUGEN 1.0+ Ganondorf WIP   August 18th 2015, 9:27 pm

Not sure if you remember or not, but i made Ganondorf once at some point...and dropped him in early beta state. He is available for release, but not really worth the time. So, i decided to remake him in similar way i remade Ridley. One of the changes, outside of moveset of course, is the model:
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While there is still some color loss, its not as bad and there are no awkward white outlines on transparent parts. Also, i removed his cape. It makes animations easier to use (since cape is rarely animated in the actual animations instead of being animated by physics, but program i using can't do all of this wind and gravity physics stuff like MMD) and makes more sense because usually, capes are removed before such fights. So, in the intro, he will just burn it off. I know that he was fighting with his cape in OoT and TP, but whatever.
Right now, moveset isn't finished, but sword and magic will be involved and i'll make him in same style as my Ridley (4 buttons, 5 hypers, etc). Oh, and for those who thinks Ganondorf looks too big on the screenshot - he is actually not big enough when compared to the source. He should be twice as big as a normal human (so, KFM here would be below his waist). I don't understand how that works, but whad'ya gonna do. I would like to show his standing animation, but i need to crop it first. Right now, it has a lot of empty space in bottom right corner and simply using crop function doesn't works because of one small pixel in that corner.
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MUGEN 1.0+ Ganondorf WIP
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