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stuff that may be worked on for update 56
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Development

Joined: Dec 2, 2005
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And you'll finally get to experience the violent ending of the Swirling Ki Summon animation. ;)



Systemic Anomaly

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Rarebit wrote:
And you'll finally get to experience the violent ending of the Swirling Ki Summon animation. SMILEY

Interesting....



Mainframe Invader

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kou_urake wrote:
Rarebit wrote:
And you'll finally get to experience the violent ending of the Swirling Ki Summon animation. SMILEY<img mce_tsrc=" />

Interesting....

Screenshot? Or will you just tease us?

Message edited by Croesis on 10/23/2007 16:07:40.



Ascendent Logic

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Rarebit wrote:
And you'll finally get to experience the violent ending of the Swirling Ki Summon animation. SMILEY
ohhh baby! can't wait to check this out



Development

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Rarebit wrote:


- go through all special moves and finishers, add or tweak bullet-time where necessary (this is the main one; not very hard, will just take some time to go through them all and get them looking awesome)
yep, plus fixed a whole lot of related interlock combat problems I found in the process

- fix 1500+ animations that are using body-type-specific skeletons instead of the appropriate skeleton for the character's body--this is causing some popping, particularly at the shoulders and hips, when transitioning between the affected animations...except for muscular males (body type 2), who are sort of the default skeletal type (easy for me, nightmare for QA)
yep

- fix positioning of dual weapons in hands so they aren't floating off the palm (kinda tricky)
nope

- tone down the hacker FX besides the already-toned-down red ones (this one could be a pain)
nope...although I totally nerfed the heck out of the viral deflection fx

- make all ability icons that float off the target's head semi-transparent like eh whichever one ability tree is now (this could be another pain)
nope

- make the trees in Yuki stop disappearing when you look at them sideways (easy)
yep

- fix the horizon fog blending in the constructs so that you don't see a big icky dark square thing out at the horizon when you hyperjump (slightly time-consuming but not too bad)
tried it, couldn't make it look right due to the way their look was made
EDIT: Hm actually I think 01/10 can be done okay without screwing up their shininess. Lemme see here...
did 01/10, the others use the unblended contrast for their sky horizon effect so I can't really change it, grr :p
Well time is (past) up, and here's how the cookie crumbled for the extra stuff I was thinking of working on for the next update. No guarantees on what update stuff gets into, of course.

Message edited by Rarebit on 10/23/2007 22:43:24.



Systemic Anomaly

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Rare, did you happen to work on a bullet time animation for pistol dash? The move similar to the subway scene with Agent Smith and Neo in the first movie?



Development

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MxO-Insertion wrote:
Rare, did you happen to work on a bullet time animation for pistol dash? The move similar to the subway scene with Agent Smith and Neo in the first movie?



Bow-chicka-wow.

Hm that reminds me, the NPC ability Succubus Kiss is getting bullet time too. ;)



Mainframe Invader

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Great job Rare! I take it it's all down to 9mm to check out all of your improvements for any problems!
Here's hoping that you get enough time in the near future to sort out the other items you wanted to try to sort out!
<3

Message edited by Croesis on 10/23/2007 23:58:57.



Systemic Anomaly

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Rarebit wrote:
MxO-Insertion wrote:
Rare, did you happen to work on a bullet time animation for pistol dash? The move similar to the subway scene with Agent Smith and Neo in the first movie?
[image]

Bow-chicka-wow.

Hm that reminds me, the NPC ability Succubus Kiss is getting bullet time too. SMILEY<img src=" />
Very, very cool. <3

Been waiting since Beta for that one.

Now, I don't suppose you toyed around with some... err.. dodges, did you?

*cringes in wait for response*

And... you're still at work, or had that one lying around? It's rather late. SMILEY

Edit: ...and nice file name for that last image, lol.

Message edited by MxO-Insertion on 10/24/2007 00:19:34.



Vindicator

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So what are you calling this interlock overhaul?  If you leave it to us someone will probably call it CR3 or something. 



Development

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Hm...

Ralph?



Mainframe Invader

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CR2.R is my suggestion.

Heh, didn't notice the image name! I suspect dodges weren't on the to do list or at least not very high up, but some more important things like some interlock problems have been sorted so I think a universal thumbs up is on the cards here, at least from the community, still waiting on QA's verdict!

Also, can we get a preview of the nerfed Viral Deflection FX? I've always thought it could be toned down a little but didn't feel it was that big a deal to suggest it.


Message edited by Croesis on 10/24/2007 01:28:43.



Fansite Operator

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Rarebit wrote:
Rarebit wrote:



- tone down the hacker FX besides the already-toned-down red ones (this one could be a pain)
nope...although I totally nerfed the heck out of the viral deflection fx



How can one update be so full of win and awesome? *drools*



Vindicator

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cloudwolf wrote:
Rarebit wrote:
Rarebit wrote:



- tone down the hacker FX besides the already-toned-down red ones (this one could be a pain)
nope...although I totally nerfed the heck out of the viral deflection fx



How can one update be so full of win and awesome? *drools*
One cannot but think with a very large and goofy grin what the nerf looks like.

...bubble wrap shielding....





Systemic Anomaly

Joined: Oct 23, 2005
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Job well done, Rarebit!

Can we expect bullet time adjustments for standard moves in the future?

 
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