MBR Kayas VS Omega

Discussion in 'Archived MBRs' started by Neil , Aug 18, 2020.

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  1. Neil

    Neil "Oops"
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    Here comes another MBR!
    Theme: Boss Battle
    *Note that this MBR will be open for an additional day due to how late it's being posted, so the thread will closed on the 20th instead of the 19th!



    Due: August 3rd (Extended to the 17th)

    Kayas

    Notes: Relearning how to rig after not doing it for a year definitely took a hit to the time given to make this, so I hope the all killer no filler denser approach made up for the relatively short length. Enjoy!


    Omega

    Notes (Cause i have a few now): "Perspectives on grassy maps suck, and out of the entire animation the one perspective scene I was originally hyped to do became probably the laziest in the anim."
     
    #1 Neil , Aug 18, 2020
    Last edited: Aug 18, 2020
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  2. jose117

    jose117 latino animator video game fan

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    Wow both were good an they animations too bad I can't choose both

    Still after I watch both I will give my vote to kayas on this one he did very well an his part the fight was great for sure
     
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  3. SwordGrayFire

    SwordGrayFire Retiring Eventually

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    After watching these a couple of times, I've made my decision.

    Kayas, I never expect the worst out of ya when it comes to your animations. I freaking love each and everyone of them! This one was really interesting when taking a closer look at it! The use of using a Maplestory Boss and giving it life without putting too much on it, is amazingly creative! I love how Nina dodged all of the attacks like it was nothing. Especially when she looked up in the Direction. The combat is nicely done as always as Nina fought gracefully. I gotta say, this didn't disappoint!

    Omega, you S.O.B, that was amazing! Myrddin being a Boss character has it's benefits to what he can really do. But you showed everything what he can do in this! From personality to power! He's certainly frightening that even Nina put a challenge against him. It wasn't enough, but I know for a fact that Nina wouldn't be killed by that Dramatic Finish. The fight scene was really hype too since they both really went at each other's throats. Smell of the Game is a nice touch to the fight too which brings the Hype up!

    My Vote goes to @UntitledOmega :melon:
     
  4. Mespaint

    Mespaint Low-Tier Spirit

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    The entries were really entertaining to watch, and I believe both did a great job.

    My vote goes for: Kayas

    -Kayas' entry: Visually appealing, great rigging and sound effects, overall really solid stuff, and I'm not surprized to be honest; Kayas always delivers.

    / / Pros: / /
    -Color and environment felt organic and fitting.
    -Fighting cheoragraphy was amazing.
    -Camera, sounds, and everything else really enhanced the fight.

    / / Cons: / /
    -A bit too short; solution wouldn't been to maybe add a short intermission, or a small post-fight scene.
    -The communication in the beginning between the characters felt too quick, and for a newcomer they wouldn't really know what's going on. Solution would've been to add a bubble-pop like effect and showcase the other character talking. Sort of like how they do it in comics or flash-back scenes.

    _________________________

    -Omega's entry: The fighting was REALLY good. Overall really smooth, and the hits really feel like they connect.

    / / Pros: / /
    -That sword-mass effect was really well executed, and showcased a new element to the fight.
    -Fighting was smooth, and not janky or rough.



    / / Cons: / /
    -Text is sloppy, and looks bad. Why? Because the way it's presented and colorized makes the video overall feel like it came from 2011. Add strong glows, and use POP-styled fonts to make the text look presentable and pleasing to watch. I suggest checking out Destructionseries, Spriteguywithflash(Don), or SpriteFan2's videos on Youtube for not only text tips, but presentation ideas.
    -Kayas' maple character was showcased wrong, because the expressions were over the top, and not fitting for a cyborg-type character. You could've saved some time by just having her face be stable, and by implementing more robot-type attacks based on her lore video (on Kayas' youtube page)
    -Finisher: Grab PNG's of planet earth, and animate your own explosions and lighting. Using gifs/mp4 in an MBR is kind of lazy in my opinion since it's not really our own animation.

    _________________________

    Conclusion: I enjoyed both entries. I hope to see more from you both.

    -Mespaint
     
  5. KingIke75

    KingIke75 KingIke75

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    Both of these were both really nicely made and I really like both animations but I'm gonna give my vote to Kayas.

    Though it's easy to see how Omega has improved significantly, Kayas overall had slightly better raw and a lot more polishing then Omega. Both fights were creative, really smooth rigging and had nice choreo but Kayas felt more complete while towards the end of Omega's, it felt slightly rushed due to the pacing not having quite a consistent flow. Also the Dragon ball fighterz ending was cool and all, but it just came off as being a little more lazy, but besides that there's not many other negatives I can give to it either.

    In conclusion nice job to both of you this was a great MBR!
     
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  6. C3quel

    C3quel Just vibin'

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    Both fantastic animations, well done to the both of you!

    To be honest, I have no real feedback to give on the animation quality since both were pretty flawless in my opinion. I think Kayas did a pretty amazing job with the expressiveness of his characters and framing of the ambience of the scene as a whole (lighting, map, etc.). Omega, on the other hand, had the edge in my mind in terms of combat fluidity/smoothness and overall content of the animation (i.e. the animation was longer with similar pacing, which led to it having more content overall). Being forced to choose one, my vote goes to Omega, but honestly I would probably sacrifice a few of my kids to have animation skills like either of yall.

    TL;DR: Vote goes to Omega; liked the smoothness of the animation and there was more of it
     
    #6 C3quel , Aug 18, 2020
    Last edited: Aug 18, 2020
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  7. Shulkle

    Shulkle Remembered as the worst fight animator

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    Heyo. This is actually pretty close to me. It's kind of an odd mix for me on which I prefer.

    I definitely think that Kayas had the cleaner animation, and a more ambitious introduction with how everything was set up, like a small mini-plot before an actual boss fight. I also love how you animated an actual huge Maplestory boss, along with each feather and deflecting them. Just a great atmosphere and generally, pleasant to look at.

    Although, I liked Omega's overall fight of the boss fight, making a whole health bar, having that, "boss agro line" even though, I think you'd get more bonus points if you went out of your way to make a super cheesy/edgy boss line of some sort. One thing that I personally liked more in Omega's animation is that, while there's a whole lot of hic-ups here and there, overall, there's more back-and-forth in here, rather than being somewhat one-sided, which is something I felt was a minor problem in Kayas' animation. Something that bugged me the most wasn't the ending, even though that was pretty bad, but the type and buildup could definitely be improved. I ranted way too much on the type, but I'll leave this all in a spoiler.


    Lemme add on and be more specific on this.
    So, there's a pattern that all of these guys had on their text, They used a sans serif font. If you don't know what that is, it's this.
    [​IMG]
    Do you see the difference? You generally see the serif fonts in books because it makes it easier to read passages in large quantities, while we generally see Sans-Serif fonts on websites, large banners, or logos such as Youtube, Maplemation, or 1 sentence remarks because it's cleaner to look at and more presentable. Yeah, there are other more niche situations, but that's a general overview. You may or may not learn more about the specifics if you search it up, but for the most part, just as a cheat, use Sans-Serif fonts to make the text look cleaner on an animation.

    As for the color, I feel that the text you did for N1N4 was perfectly fine. The white body with a black outline made it readable. However, because of how much attention we had on the text above, the "boss agro line" was so easy to miss was because our eyes catch the white color that stands out a hell of a lot more than the bleak brown that is similar to the trees. And when we did see it, it's very messy to read. I would personally have made the body color white, and add some flashy background of color behind that text to signify danger like I guess yellow, or red, to make it very apparent that caution of the boss is just ahead. That way, it could look like one of those bosses you see at the end of a dungeon, something that you'd see in some RPGS. That's just an idea.

    Looking at the text, "Myrdden The Warmind", the same problem applies here as well. The reason the text looks, "2011" is because the type and everything behind it make it annoying to read. As mentioned above, a Sans-Serif font would be more fitting, as it is the kind of text. The colors have a very similar problem to the first set of text. A white feathered glow does somewhat help at all in this situation because you're putting black fill text on top of black/grey cracks on the floor/grass. Although, the core problem is still there; it is hard to tedious to read that text because of everything surrounding the boss text. Take a look at this.
    [​IMG]
    [​IMG]
    See how there's a hard shadow underneath the white? It's much better to read overall. It keeps that small white glow. And I am willing to bet, that even with a busy background, a la effects, the texture of the floor, etc, it would seem cleaner than what you currently have as your boss title text.

    If you look at Kayas' text, it pops and stands out A LOT because there's a white outline behind all the text, in addition to a strong glow to help make the white outline pop out even further. That way, it is easy to read through fairly quickly.

    Do you see how I avoid using a dark red/dark blue text on my forum? It's because the back of all the text is already dark as it is, and making my text be brighter red and blue makes it easier to read.

    Thank you for reading my random text rant, hope it helped you with what to do with the text. Or maybe it didn't, I dunno. I spent way too long with all of this. I get that typography can be subjective, but this is just my take on it.

    So, overall, I can see it going both ways.

    Although, I'm voting for Kayas because I favor having a creative and overall, more immersive setting. While the animation was quite short, I really liked the buildup to the boss more than what Omega had.

    Good job to you both really enjoyed both of these entries. It was super fun watching both of your progress in the calls, and I'm pleasantly surprised at how well everything turned out.
     
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  8. Blanc

    Blanc Not french

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    Interesting animations here, both showcasing different strengths and weaknesses in different areas. I'll be honest Kayas is on a hotstreak with his quality lately, so I expected this to be a little bit one sided, but Omega pulled out an awesome showcasing of his capabilities, so I had a lot tougher of a time deciding on my vote than expected.

    As I've stated, Kayas is on a general hot-streak with his animations, the balance of audio and visuals being as precise as it is gives a lot of realism to the animation.
    Everything from the expressions to the conversation at hand to the combat just feels alive and natural. Kayas's camera usage is clean and has nice smooth transitions that don't stick out in the slightest, the framing is great.
    When it comes to the combat I'd say there's just a little bit lacking.
    Don't take this the wrong way, because it was entertaining and interesting right up til the end, but there's a lot of details that I COMPLETELY missed until my 3rd or 4th, even 5th time rewatching and staring it down. The pacing is great, everything feels and sounds as it should, however many of the feathers are incredibly difficult to spot at first glance. I initially thought yer Cyborg was cutting at.... nothing? At least until a fair few seconds into the combat. Many of the feathers in the first rapid barrage are difficult to see, they seem to only have a few frames of movement before landing on the ground or being cut away, and they have minimal to no extra effects. Many of the feathers fly at angles or are stretched enough that this isn't a problem, which is a good solution that's not utilized enough imo.
    Similarly, when she takes multiple steps across feathers to close the gap, I thought she was simply double/triple jumping on air, it took a little bit to realize there were feathers there, for similar issues. Maybe I just wasn't watching, or my monitor is too dark, I don't know for sure.
    Simple dust, or more stretching/smearing, or even a black trail in the form of smearing would likely help solve or at least mitigate many of these issues, as you already demonstrated yourself with many of the feathers around 0:18 ~ 0:20.
    Once the creature has fallen, there's next to no effects to indicate what kind of actions are being done until the end of the animation, a rough second to second and a half of presumed slicing. I say presumed, I'm guessing based on the next point, being that the sound effects for the slicing sound very very samey.
    I was going to suggest that when she starts cutting at the creature there's more of a ruffling of feathers, or cracking of bone or something alike to indicate different materials but if I'm not mistaken you have done that to a lesser degree through "meatier" slicing effects. Unfortunately, I cannot tell for sure if that's the case or if it's a placebo from seeing blood effects. Something a little greater here would have been nice, just to vary it up a little bit.
    Overall, this animation is clean, the balance of audio and visual, action, and downtime is excellent and absolutely reeks of good quality.
    Perhaps it was time limitations, or perhaps Kayas simply wanted to finish the animation, but a few simple things were ever so lightly overlooked and it shows just a little bit to me, but it's nowhere near enough to ruin the thrill of it.
    You, my lad, are going places.
    I find this animation to fit into the other side of the spectrum of balance. Omega's combat is spaced out more, with small 5 to 10 second segments of fast combat with loud sharp sound effects of many kinds. Any filters aren't as clearly present, a lot of the visuals come from dust and other flashy effects, which makes most of the combat feel a little more engaging, but less immersive (if that makes any sense at all) on top of most of it being just a little easier to follow at a first glance than Kayas's.
    On the flip side, Omega's SFX have lots of peaking, on top of the music being fairly quiet and hard to hear.
    It's a shame because with the camera angled just a little further back in a lot of the closer action frames, the sound effects a fair bit more balanced, and the music just a little louder, I think Omega would have stolen my vote right from under Kayas' nose.
    I find the combat to be the big thing, it's far more entertaining, perhaps simply because there's more of it, and oo shiny flashy flashy.
    Regardless of the reason, this is what I mean by balance, Omega does a few of the simple things a lot better that make it more interesting on a consumer level to me, there's a lot more back and forth as Shuckle mentioned, and while the ending feels rushed and very overblown if you can overlook that, I would absolutely say Omega's gotten Kayas beat, even if in this one area.
    Most of the other things are fair. Camerawork, visuals, framing, it's all good, but it needs more of a push for the quality to really shine.
    Very minor details like what kind of material le Cyborg's sword is hitting playing a part in the sound effect would help, the best example I can give is at around 0:16, the 4 hits that she delivers all have clearly distinct sound effects, which is a good and bad thing. The good is explained with that minor gripe I have with Kayas's slice sound effects, and on the flip, the bad is that... it's overdone, it doesn't sound as realistic because they're completely different sounding. I think simply taking an existing sound effect and altering it in minor ways, shifting pitch and tone just a little bit to add variety, then repeating it for hitting the same material would do wonders.
    Hitting something fleshy? take a fleshy sound effects that sound super similar and duplicate them, maybe overlay one with very quiet bone-cracking, maybe add a little tiny bit more bloody sound effects to one of the others, subtle things like that will do wonders for helping your sound effects sound more realistic, AND that can help make balancing the audio significantly easier, as all the sound effects will be around the same pitch, meaning you'd have to alter them all individually just a little bit less. :wesmart:
    You actually just about do this in the latter half of the animation, but any variation in sound effects is either nonexistent or too subtle for me to notice.
    Most of the rest of my gripes I'm not too sure how to be as specific or helpful on. Things like the sound effect of Myrddin's axe thing breaking sounding like a napkin being cut, and many of the sound effects afterward feeling cheap or low quality, like the sound effect where he hits the tree then falls to the ground, at around 0:48. That sound effect with the odd glitchy sound to it always sounded super strange to me. Is it a reference to some game I'm missing? Someone, please let me know if so because until then I'm assuming it's a sound effect that's used simply because it's popular, and I hate making bandwagon assumptions like that.
    A bit of rewatching the final animation and not getting too impatient with the ending and fine details will go a VERY long way, Omega.
    I really really look forward to seeing how you tackle some of the things I've brought up here, because the potential is shining, and my oh my is it ever bright.

    Ultimately, my vote has to go to Kayas, on the basis that the theme and quality simply feels higher to me.
    Great work to the both of you, this is what I keep checking up on this community for.
     
  9. Hunter

    Hunter Moderator
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    Holy shit that was hot.
    Watching this, I felt like it needed more at the start to make it more cohesive for the viewer. A basic overview of the background and during that time, teleporting Nina into the said building (if I understand right with how your character's lore works seeing that she did that towards the end.)
    Pacing at the start, it was rather packed with a lot of info to look around. I would probably tone down the speed for it as I had a better overview and time to look around to see the interaction between Nina, Natasha, and the boss itself in more human form. Though, that's up to you how you want it to be presented as it could work; just not my preferred type of pacing. Refer to Mespaint for more pointers. I was confused as to where the boss came from, assuming he just popped out from a pot and connecting that with Natasha's comment l0l.
    Other than that, others already went over the point I had in mind so I'll leave it like that.

    Overall, I love how it's presented despite the pacing issue at the start. The map, tone, and animation itself are pretty top-notch despite the pacing issue. Good job with that.

    Holy shit that was hot 2x.
    First of all, I'll have to applaud for your attempt to do 2.5d tiles but I feel like it was too distorting between the scenes. It would probably be better to just stack the tiles or work with 3d planes similar to how Kayas did it against his battle with Drew for that type of shot. I could tell you wanted to do more with it but ran out of time. F in the chat.
    Good choreography between the fight but I didn't feel as drawn in compared to Kayas' animation due to your animation aiming towards more classic try to kill boss game style. This is a bit generic way to start off the animation to my liking but still a good theme that a lot of people have done in the past. With that being said, I wish there was a bit more interaction from your new character being introduced (I think this is the first appearance for him?) Would've scored higher points if you start off with a basic intro as to why he wants to fight with Nina, could be for bloodbath thirst or something. Make us get drawn into the interaction, it goes a long way imo.
    The same thing, others already went in-depth so just refer to other comments for more info.

    Overall, nice work with the fight. Def a step above Kayas' in terms of length of action, could be better in the story area. Good work in that regard.

    Honestly, I was torn on whether to vote for either of those. It came down to a better story/lore for me so I'll be going with Kayas for this one.

    Good work on the MBR both of you! Looking forward to the next work from either of you.
     
  10. quentin galloway

    quentin galloway Chaotic Spirit

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    Okay i'm gonna make this quick and score the settle :

    Kayas:
    - Amazing character movement (Thank to aseprite)
    - A short animation but I don't care, the animations is fantastic
    - Amazing cheoragraphy (Thanks to aseprite)
    - Amazing platforms
    - Dark atmosphere are like
    -The bird monster is frighting and awesome, made him use his feather in fast speed is really remarkable
    - like the beginning of Nina having human personalities
    - Have a perfect cut and ending


    UntitledOmega:
    - Have a nice character design (hope you do more of him)
    - Perfect music choices, KNOW THE SMELL OF THE GAME!!!!!!
    - Perfect fighting style

    - Nina can't be beating that quick when it comes to her powers being recharge or she can rewind her damage, burned nerves, etc. I know all this because of kayas's character bio:http://maplemation.com/threads/kayas-characters.36184/
    - Love the animating of the swords, the creating of multiple swords are hardcore
    multiple
    - Long animations

    - Funny reaction of nina to the swords

    I vote Kayas.
     
    #10 quentin galloway, Aug 18, 2020
    Last edited: Aug 18, 2020
  11. Terry

    Terry Hello

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    Lord what a show from both competitors. It's honestly really hard to pick an animation and I wish I could pick both but I'll have to give my vote to Kayas.

    His usage of facial expressions, the pacing of the entire animation felt incredible (no filler just cut straight to the action from intro) , the small things like the jar poking and using the feathers as steps also won me over, and the battle scene was just overall fantastic.

    Omegas was insanely great as well I really dug the choice of music which made the battle feel that much more intense, the weapon effects, the addition of a health bar to give it that boss battle feel, the combat itself looked incredible and the presentation was really on point with the theme but I overall felt more drawn to Kayas and his style of the boss fight.

    Best of luck to you both however cause this could honestly go either way.
     
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  12. DeeJay

    DeeJay Golden Member <3

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    Wow.

    First of all, very well done on both entries, guys! Both were so fun to watch in your unique styles. I've been familiar with Kayas' work through his previous MBRs so I knew what I was expecting. However, I've only seen a few of Omega's animations (Inverted Smash, Smash Wall, etc.) before this one so I got to observe something new! I also like how both animations played around N1N4's time distortion fixing shenanigans.

    KAYAS
    Intro was solid. Simple and straight to the point with the C-N1N4/Natasha dynamic that builds a humorous yet effective start to an epic boss battle. Character acting was good and the diff camera angles (the god damn incense pot) were a nice addition to keep things dynamic.

    The fight was animated nicely. Even though it was quite one sided, it's wasn't that surprising since we've seen how N1N4 can hold her own against large opponents before...so her skill against this boss wasn't a shock. The flawless blocking of attacks at the start, swift movements all around, everything was well executed and wrapped up nicely. Well done!

    Let's get an F in the chat for Natasha's ghost BF getting f*cking diced.

    OMEGA
    A very well executed part. Once again, the intro was straight to the point here, LITERALLY outlining the agro line that triggers the boss battle. That got a good chuckle out of me since I can definitely relate to this; sh*t sucks without a party. The health bar was a great addition to show the damage Myrddin was taking throughout this fight too, though I kinda wish he'd take a bit more damage before leveling up. Myrddin definitely had a lot of unique attacks that would fit in a boss fight and he handled his own against N1N4 very well. The animation of N1N4's movements and abilities were executed nicely, so kudos!

    The second phase of a boss fight has a special place in my heart; we all know those are when things start getting intense. The 'cinematic 'for that scene was nice; good work with the angles/blurs and shit (however, I do wish you had kept the first dash/dust effect you showed us in your WIP; it showed a bit more intensity behind the dash imo). All in all, a very well executed boss scenario with a literal destructive finish; great use of the drawn effects as well!

    Though you had those issues with that particular perspective scene, I can understand where you were going with it and appreciate the imagery.

    This was a hard choice but I've decided: My vote goes to UntitledOmega. His part handles the battle portion very well and show's how skilled each opponent was in their own light. Congrats dude!
     
  13. ArmondewNinethousand

    ArmondewNinethousand The guy who's beyond the levels of omnipotence

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    Both entries are really good, I loved how you guys did your animations.

    But my vote goes to UntitledOmega, simply because his animation was buttery smooth along with having better camerawork and a longer, more enjoyable fight duration.
    Dgmw, I also liked Kayas' part but the sudden stop at the end of the fight left me like: "That's it?" and it kinda fell flat. And the camera work is really bland to put it bluntly, it felt like none of the hits really did much as compared to Omega's shakes and beautiful impact frames.
     
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  14. ScarletFlares

    ScarletFlares An Author Who's Mind Is Stronger Than Their Pen

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    This was a very tough decision for me, but my vote will have to go to UntitledOmega.

    Kayas had a really great part, as I liked how C-N1N4 poked around the room. It felt realistic as she actually examined her surroundings. The lighting of the animation was really pretty, it was like watching gallery artwork in motion. The fight itself was fantastic, it actually took my breath away how clean everything went. However, I feel like it was too short. The hype I got when the fight started just froze as soon as the boss limped over. Also, I had to rewind a few times to read the text because I found it hard to read and watch at the same time.

    UntitledOmega also had a really great part. I liked how the boss fight itself seemed to have a second phase when Myrddin lost his mask. The choreography was deliciously good and I could tell that the camera work was amazing. Using Smell of the Game to hype up your ending was a nice touch. I do kinda wish that during the ending that I could see more spears raining down on top of C-N1N4 before the explosion, to give more of a damaging impact. Also, lol Dark Souls Boss Damage 1-Hit Kill

    You both did very well, and I'll cheer for you both to get even better from here on!
     
  15. PizzaGuy579

    PizzaGuy579 The Pizza Guy

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    What a real meeting of the minds here...animation minds anyway,I doubt any of us know a fucking thing about rocket physics or politics or whatever the fuck.
    Anyway, both of you guys had some real nice work to show off here but I'm gonna have to give my vote to UntitledOmega.

    Kayas' animation had some impressive choreography, the bit with sword-deflecting being the overall highlight of it for me...however that's the only specific part about it that I can really point out. Everything just kinda happened and left me feeling "....okay." by the end of it. Is a sudden anti-climatic kill cool for a finisher? Of course, but only when everything before that kill is fulfilling enough to be remembered. I can't give Kayas shit because of course an animation's gonna be short when you have a deadline like this, Personally, I just feel like adding a sudden death in a short fight like that could really end up with a guy feeling unsatisfied...Also, the text was a bit hard to read, really gotta squint for that.

    Omega's fight on the other hand pressed a lot of buttons for me. It really felt like there was a nice structure to choreo with a rising action, a climax, and a pretty relatively-speaking grand finale at the end. The rigwork displayed here is amazing and each move the characters make look as if they were animated to display just the right type of energy needed for a fight. It's a style/aesthetic, I really admire. Not to mention, syncing the power-up moment with "THAT IS BULLSHIT BLAZING" is absolutely a good move to make, really helps build up hype during the fight and it makes the song more than just senseless background noise. My only criticism is the attempt at making a 3D map at 0:29. An impressive attempt, yes, but the BG failing to move alongside the stage is really noticeable and can come off as an amateur attempt....which I'm willing to assume it was. Perhaps, sticking to 2D would've been a better look. I also have to give Omega credit for his excellent work creating the smears and impact frames for this fight as they really added onto that exciting life-filled aesthetic I was talking about earlier. The final part with the Fiffty-Fucking-WhoCares-Billion Spears raining down also has to be one of my favorite parts of the fight just for the mere "Oh Fuck." factor it left me with at the end. I'm aware that the final explosion was taken from DBFZ and while most would call that lazy, I'm willing to let it slide simply because I believe there have been other animators in the past who've done such a thing or at least something similar. I mean...we rip entire screens from fighting games for effects, why would this be any different? I suppose it's kind of an irrelevant point to make but I still thought it was something worth saying. Anyway, that's why Omega has earned my vote.
     
  16. Jaycie

    Jaycie Chop~

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    Omega good job boooooooooooooooois <3
     
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  17. Drew

    Drew
    Sprite Team

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    Fantastic battle, boys. Really puts a smile on my face to see MBRs rolling back around, let alone of this quality. A number of strong points in your work to go over, as well as some loose bolts to tighten for the future, so let's get right to it.

    Kayas: You've been on fire with your choreography as well as uniquely sprited sequences, and this animation is no exception. The intro at the beginning was a great touch, as story elements are always a treat to see, and I encourage them in others’ animations in future MBRs. Packed plenty of detail into a 15sec scene with your 3/4-view parallaxing and the shot of Nina looking into the jar. When the fight started, you retained quick yet fluent combat, and the barrage of feathers was beautifully done. That said, a couple things I'd be careful with going forward: While the intro wasted no time and was right to the point, it costed you the pacing of your dialogue. Had to rewind it a few times to read the whole thing. Many others have also pointed this out, but the ending could've used some fine tuning. @0:28, the flickering hardly felt like sword slashes, but could've been fixed easily with swing afterimages and sound effects. And the final hit felt only like a super hard TAP with the sword. Time constraints are a pain, but just having the boss fade away and drop items could have got the point across much better. Or, since you already had a full separated rig of its limbs at your disposal, you could've maybe had the limbs 'poof' away sequentially, similar to here. That aside, job well done.

    Omega: Your best work, no doubt. Your part goes to show you don't need custom sprited sequences to pull off smooth combat. When it comes to the 'boss battle' theme, I thought it was a neat idea to place your character's name on it making YOU the boss. You didn't let up during the fight, and kept it going at a steady pace. Had me in awe with the billions of spears you went out of your way to levitate in different patterns (F in the chat for how badly that must've lagged your Flash). A couple things that fell flat, however, was the attempted perspective shot that felt a little disjointed, and made the battlefield feel like a straight line, like ========= (top down). And one thing that had me scratching my head was, after the mask broke and he revealed his third eye, what exactly changed? He fought the same as he did before, and made that gap between the fight seem less necessary. One last thing, the ending. Aside from echoing that it felt shoehorned, it conceptually didn't make sense either. Unless they were all nukes instead, I doubt a barrage of spears would be able to cause a destructive blast that massive. But with my nitpicks out of the way, stellar and ambitious work. Nurture that skill and keep at it!

    At the end of the day, the quality of both entries made it hard to pick (always the sign of a great MBR), but I'll have to give it to Kayas this time. What separates the two for me is more abundant and subtle details, less flaws, and above all, rewatchability. Again you two did a fantastic job, and I tip my hat to you for oiling the wheels for MBRs again.
     
  18. SleepyTrystin

    SleepyTrystin Crappy Kirby animator

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    I don't really have much to say when it comes to the animations both of them are done really well. But my vote goes to Omega
     
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  19. MCQSquare

    MCQSquare MCQ²-d

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    Both of these parts were amazing, though that makes it difficult to make a vote.

    Kayas: The lighting and execution towards the fight was just beautiful to look at. Although it was too fast paced towards the beginning, especially with the dialogue.

    Omega: Honestly, this was a really satisfying part itself, even the music got me hyped. The sounds were the only thing that felt off.

    I gotta pick so I choose Omega since his part made me hyped the most.
     
  20. Neil

    Neil "Oops"
    Administrator

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    Had to sleep on this one because man is it close for me.
    I'm gonna have to give this vote to Kayas, though. His animation had a better, more consistent flow IMO and there didn't feel like there were any dead moments like there were in Omega's animation, specifically at 0:40-0:44 which felt like it was just an attempt at syncing the song which would have been fine if there was more content filling that dead space. But both animations were very well made (aside from both endings which seem fairly rushed and lacked the same energy that the rest of each animation had) so great job both of you!
     
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