keshire Posted April 7, 2004 Share Posted April 7, 2004 The diagonals and top are the current ones in-game. I added the two side ones, and I have a bottom one but I'm not sure its low enough, and/or if its needed. You'll see that creates a box like blocking area. Razor wants to do this on each side. Giving full body coverage with blocks. I'm pretty sure that doing back blocks aren't going to look the best, but they are possible. Any ways I'm going to be adding screenshots here for any to critique. So feel free to rip them apart. I can take it. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted April 7, 2004 Share Posted April 7, 2004 I think back blocks - if done right - would look bloody awesome actually Keshire There are a couple of good examples of it. One in TPM (OB1) and another in AOTC (where Mace Windu blocks behind while running). I reakon you'd need a couple of transition anims to initially turn round. I think these would need to be legs and torso, since just torso would probably look wierd. So this may be something which you have to be standing still to be able to execute - although if we could get a running back block in also that would be nice... ..and then once your turned round, maybe 3 or 4 different blocking anims. I wouldn't say these should be extensive - since I think these should only be one-off occurances. I dont' think Jedi's shoudl be able to continuously block fire behind them. But maybe something like on a timer - depedning on defense level and movemennt rate perhaps... ..my 2 cents Link to comment Share on other sites More sharing options...
keshire Posted April 7, 2004 Author Share Posted April 7, 2004 You beat me to punch on that idea. That's exactly what I was thinking. A couple of sweeping blocks. But I really don't think that I need to do that as there are a few spinning anims that would fit nicely. Just speed them up enough and take away the ability to move while doing it and it won't even seem like an attack. Link to comment Share on other sites More sharing options...
RenegadeOfPhunk Posted April 7, 2004 Share Posted April 7, 2004 ..yeah - true Link to comment Share on other sites More sharing options...
Master_Keralys Posted April 7, 2004 Share Posted April 7, 2004 Those look really sweet, Keshire. How are they going to be implemented in terms of gameplay (or will that be the discretion of the coders like Razorace)? I like the back blocks; are those spin motions or what? B/c I think those would probably be both the easiest to implement and the bets in terms of visual appeal, just because they look awesome and very Jedi-ish. Link to comment Share on other sites More sharing options...
Lei Hng Wei Posted April 7, 2004 Share Posted April 7, 2004 For the back blocks, how about using the end part of the saber staff animation where it spins around/behind the head? Link to comment Share on other sites More sharing options...
razorace Posted April 7, 2004 Share Posted April 7, 2004 Originally posted by keshire I think back blocks - if done right - would look bloody awesome actually Keshire There are a couple of good examples of it. One in TPM (OB1) and another in AOTC (where Mace Windu blocks behind while running). I reakon you'd need a couple of transition anims to initially turn round. I think these would need to be legs and torso, since just torso would probably look wierd. So this may be something which you have to be standing still to be able to execute - although if we could get a running back block in also that would be nice... ..and then once your turned round, maybe 3 or 4 different blocking anims. I wouldn't say these should be extensive - since I think these should only be one-off occurances. I dont' think Jedi's shoudl be able to continuously block fire behind them. But maybe something like on a timer - depedning on defense level and movemennt rate perhaps... ..my 2 cents Spinning around your character to block behind you would a huge hassle to code in. I think it would better to create animations that realistically cover the back arc postions without turning around and I think it would look cooler. Secondly, Ive been thinking about having transition anims for the blocks. I think the best system would have transitions between each block position, that way we'd be able to prevent the current problem with the autoblock spazing between block positions. Of course, this would mean a lot of animation work. Link to comment Share on other sites More sharing options...
Gotaiken Posted April 8, 2004 Share Posted April 8, 2004 hope the animators are ready Link to comment Share on other sites More sharing options...
keshire Posted April 8, 2004 Author Share Posted April 8, 2004 hope the animators are ready Link to comment Share on other sites More sharing options...
razorace Posted April 8, 2004 Share Posted April 8, 2004 Get back to work! Link to comment Share on other sites More sharing options...
[CK]Darth Revan Posted May 3, 2004 Share Posted May 3, 2004 I downloaded the beta with the blocking system, i find it very annoying how slow the saber moves. It does get boring sometimes and limits game play. Link to comment Share on other sites More sharing options...
lonepadawan Posted May 3, 2004 Share Posted May 3, 2004 *sigh* Tried ajusting the saber anim speed in the console? Tried reading the readme? Link to comment Share on other sites More sharing options...
Ken Kasanagi Posted May 15, 2004 Share Posted May 15, 2004 wouldn't it be cool to use the first part of the red kata as back blocks?? just a thought Link to comment Share on other sites More sharing options...
keshire Posted May 15, 2004 Author Share Posted May 15, 2004 The more I think about it the more I don't think the idea of animated blocks is a very good one. Even transitions. Because that increases the time it takes to move onto some other action. Wich could mean life or death. Now if I just make a whole bunch of single frame positions codewise it should be possible to make it look like its transitioning. And should fix the spazzing saber blade as it tries to figure the best block position out of the current 5. I'm sure we could kill the transition anims midmove but that defeats the purpose of making them. Link to comment Share on other sites More sharing options...
keshire Posted June 10, 2004 Author Share Posted June 10, 2004 Ok this has been sorted out, revised, and finalized. New blocking system 360+ frames as opposed to 5 originally went from 5 positions, to 8 in front, 2 on each side, and 1 in back. transitions from start to block, and block to block. Nearly done waiting on RazorAce to finsih some code. Then to finish Duals and staffs. Link to comment Share on other sites More sharing options...
Gotaiken Posted June 10, 2004 Share Posted June 10, 2004 amazing, simply amazing Link to comment Share on other sites More sharing options...
keshire Posted June 11, 2004 Author Share Posted June 11, 2004 New Dual Blocks Link to comment Share on other sites More sharing options...
lonepadawan Posted June 11, 2004 Share Posted June 11, 2004 so exactly how much is this going to increase the filesize by exactly? Link to comment Share on other sites More sharing options...
razorace Posted June 11, 2004 Share Posted June 11, 2004 Well, there's the the whole .gla file, which is required for ANY new animations. It weighs in at about 13 megs. Link to comment Share on other sites More sharing options...
Gotaiken Posted June 12, 2004 Share Posted June 12, 2004 this is so damn great... Link to comment Share on other sites More sharing options...
razorace Posted June 12, 2004 Share Posted June 12, 2004 Well, good news/bad news. The Good: A. We've implimented the system. B. It looks pretty good. The Bad: A. The current block animations need to be tweaked. B. Due to the way the player clipping is handled, an attacker can get thru your blocking by getting very, very close. Link to comment Share on other sites More sharing options...
keshire Posted June 12, 2004 Author Share Posted June 12, 2004 an attacker can get thru your blocking by getting very, very close. Auto-punch? Once we get grabbing in the saber attacks implemented that wouldn't be the best idea anyway. Link to comment Share on other sites More sharing options...
razorace Posted June 12, 2004 Share Posted June 12, 2004 haha. an interesting idea, but I'd be worried that the auto-punch would be turned into an offensive weapon. Maybe just make Force Push push the attacker back and make the sabers lethal when the attacker touches the block blade. That way both players have a damn good reason to keep away from each other. Link to comment Share on other sites More sharing options...
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