Author Topic: Character Animations  (Read 150935 times)

Offline Lexx

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Re: Character Animations
« Reply #90 on: April 20, 2011, 11:48:57 am »
Because - as Graf wrote above - the FOnline engine supports tiles, critters, etc. from Tactics.

Re: Character Animations
« Reply #91 on: April 20, 2011, 06:01:41 pm »
Didnt FoT itself have such feature? ;)

It has, but very, very, very poor in term of possible options :/ I was thinking about mode more similiar to Persistent Worlds. You know - lvling up, fighting and stuff (not using premade characters)

But enough of this offtopic.
« Last Edit: April 20, 2011, 06:03:23 pm by SmartCheetah »
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Offline Crazy

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Re: Character Animations
« Reply #92 on: April 20, 2011, 06:16:14 pm »
Because - as Graf wrote above - the FOnline engine supports tiles, critters, etc. from Tactics.

It support tiles etc, but does it support the different heights/levels?
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Offline Graf

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Re: Character Animations
« Reply #93 on: April 20, 2011, 07:08:01 pm »
It support tiles etc, but does it support the different heights/levels?
Take a closer look at the video again. The player is moving to the place, which is over the ground level. So I assume, that the engine itself (by default) can't do it, but this feature could be implemented.

Offline Surf

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Re: Character Animations
« Reply #94 on: April 20, 2011, 07:34:39 pm »
Take a closer look at the video again. The player is moving to the place, which is over the ground level. So I assume, that the engine itself (by default) can't do it, but this feature could be implemented.

These are "just" fake multilevel maps, done via some graphical tricks and illusions, not a real native tactics multilayer map.

Offline LagMaster

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Re: Character Animations
« Reply #95 on: April 21, 2011, 10:11:47 am »
These are "just" fake multilevel maps, done via some graphical tricks and illusions, not a real native tactics multilayer map.
probably like the plank at the ship in san fran, it looks like is going up, but is actualy an optical ilusion

Offline Surf

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Re: Character Animations
« Reply #96 on: April 21, 2011, 01:11:08 pm »
Yes, indeed.

Re: Character Animations
« Reply #97 on: April 21, 2011, 01:25:02 pm »
Take a closer look at the video again. The player is moving to the place, which is over the ground level. So I assume, that the engine itself (by default) can't do it, but this feature could be implemented.

Can it be implemented for 2D characters from Fallout 1/2 and 3D characters?

Offline Surf

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Re: Character Animations
« Reply #98 on: April 21, 2011, 01:26:08 pm »
There is no need to "implement" anything, it just needs a good mapper guy/gal.

Offline Graf

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Re: Character Animations
« Reply #99 on: May 11, 2011, 12:25:38 pm »
I've spotted a small bug. Though I'm not sure if it's an animation issue or bug in the engine itself.


Offline Lexx

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Re: Character Animations
« Reply #100 on: May 11, 2011, 12:48:28 pm »
In knocked-out state, the player shouldn't have any weapon in the hand anyway. :p

(Same with running, picking stuff up, using something, etc)

Offline Graf

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Re: Character Animations
« Reply #101 on: May 11, 2011, 12:54:22 pm »
In knocked-out state, the player shouldn't have any weapon in the hand anyway. :p

Why not? In my opinion it looks very nice. It just needs some little tweaks.

Offline Izual

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Re: Character Animations
« Reply #102 on: May 11, 2011, 01:17:03 pm »
Why not? In my opinion it looks very nice. It just needs some little tweaks.

I think it might cause clipping problems, particularly with walls.
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Offline Lexx

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Re: Character Animations
« Reply #103 on: May 11, 2011, 01:49:38 pm »
Not just that. Having weapons visible in the hands in every pose also requires lots of new animations for these cases and this really has no priority none whatsoever, as not even the really needed animations are done.

Offline Surf

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Re: Character Animations
« Reply #104 on: May 11, 2011, 01:50:17 pm »
It looks rather silly too, especially in the example you provided, holding a big gun in only one hand as if it's made out of paperwork.
I'm with Lexx, I don't think that we need that.