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Published: 2017-05-01 09:52:54 +0000 UTC; Views: 1293; Favourites: 12; Downloads: 0
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Description
*** WARNING: Contains flashing images. ***For the 3rd part of the game event
(Really got to stop doing long animations that I have to stay up (and get up early) to finish on time)
Anyway... this was going to be more extravagant but... ran out of time... so it's a little rushed, especially at the end...
I also really wanted to have cameos coming in to beat him but... again... time..
So here it is...
~~~
The evil virus form Rotom descents on the trio and suddenly they realise that it was a mistake to help him. They have played right into his hands... erm... tentacles..... and allowed him to escape the firewall and unleash his wrath onto the world. There is only one thing stopping him. He needs a body to escape with... and he intends on using one of the trio (or all of them, if he can somehow merge them.. which he probably can... he's an all-powerful god in this game after all...). The three friends are furious at his deceitful nature and prepare themselves for an all-out war. Their certainly not going out without a fight. After an Ember from Frosty fails to do any damage, Rotom lets slip that they need to use attacks with 60+ power. He claims it must be a glitch in his system... but we all know he's just an idiot... But before the three friends can mount their defences, Rotom uses his amazing power to start decoding them, one by one... zero by zero... (binary reference yay!) As all looks bleak, a voice emerges from somewhere. It's faint and fuzzy, but it's words are clear. The fight isn't over yet. With a sudden burst of power from some unknown source, Frosty, Jangle and Ralph unleash their fury and bring down Rotom's defences. With the last of his energy, Ralph unleashes an attack that uses his opponents all-consuming strength against him and traps the evil Rotom in his game for eternity...
Or do they?? Let's wait for the conclusion to find out x3
~~~
Frosty learned Flare Blitz!
Jangle learned Dragon Rush!
Ralph learned Foul Play!
I figured, what better way to beat an all-powerful being than using Foul Play.. a move that uses the opponents attack against them.
No other way.
Well done Ralph.
~~
Levels:
Frosty gains 320 levels [46 frames @ +4 each -- 40 full bodies @ +3 each -- 5 partials @ +2 each -- 1 silhouette @ +1 each – simple BG @ 1 each -- event bonus +2 – move bonus +2 =]
aha... too bad I don’t have an exp share.... I dread to think what part 2 gives him...
Jangle gains 165 levels [24 frames @ +4 each 17 full bodies @ +3 each -- 6 partials @ +2 each -- 1 silhouette @ +1 each – simple BG @ +1 each – event bonus +2 – move bonus +2 =]
Ralph gains 181 levels [27 frames @ +4 each -- 16 full bodies @ +3 each -- 9 partials @ +2 each -- 2 silhouettes @ +1 each – simple BG @ +1 each – event bonus +2 – move bonus + 2]
~~
Caps due: 666 .... erm... ok....... well that explains why virus Rotom freaked me out so much then....
animation by careas
DO NOT STEAL
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Comments: 8
careas In reply to crayolaclassic [2017-05-03 20:41:35 +0000 UTC]
Thank you!!
It was a little rushed towards the end, but I'm happy with how it came out ^^
👍: 0 ⏩: 0
careas [2017-05-03 19:19:05 +0000 UTC]
Elyzalea .. you know how you said that the animations broke the levelling system... well I just worked out the levels for this part and... well see for yourself xD
And this didn't have as many as the 2nd part...
And this is assuming that backgrounds are only counted once (not once per frame) and that attacks like flamethrower don't count as a partial if the only the flame and not the character's body moves... think that's right.. right?
👍: 0 ⏩: 1
Elyzalea In reply to careas [2017-05-04 11:31:25 +0000 UTC]
WHEEEWWWW ahahahaHAHAHAHAHA wowee, yeah I thought it would be high because you drew a lot of frames x'D this does happen with complex animations; you end up levelling heeaaaps and it's common to see detailed animations getting 100+ levels.
👍: 0 ⏩: 1
careas In reply to Elyzalea [2017-05-04 14:40:40 +0000 UTC]
Yeah... XD
I've nearly worked out the levels for pt2 by splitting up the individual cycles, since repetition doesn't gain levels anyway it seemed like the least painful way to do it
Not sure how to tackle the backgrounds though.
I'm assuming I count a background if the characters been on it (rather than per animation cycle.. Walk, stand etc) but do I count it as one background per level.. Or 2 backgrounds (the blurry one plus the rolling background with the platforms) per level.. Or does the rolling background count as something different?
I've just put the one for now. Frosty and jangle appear (in some form, even if it's just standing) on 3 levels and Ralph on 2.
Not that it really matters now since they're all beyond 100 anyway xD
Its for the caps (and future reference) more than anything.
👍: 0 ⏩: 1
Elyzalea In reply to careas [2017-05-04 14:52:33 +0000 UTC]
Hmm, you probably count the background the number of times it takes up the entire frame while also being unique (this way it doesn't count repeating/looping backgrounds) unsure about blurred ones, they probably wouldn't count as it's still the same background just blurred. But yeah up to you if you want to continue counting!
👍: 0 ⏩: 1
careas In reply to Elyzalea [2017-05-04 14:58:56 +0000 UTC]
Oh dear.. Hmm.. Ok.. What if I work out the size of the visible screen and the size of the background and work out how many screens it would take up? That'd give me x number of unique backgrounds. Does that sound reasonable?
👍: 0 ⏩: 1
Elyzalea In reply to careas [2017-05-05 14:12:44 +0000 UTC]
Sounds reasonable to me! So like, just take your entire background and divide up as a grid based on how many screen sizes it would take
👍: 0 ⏩: 0