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Showing content with the highest reputation on 07/30/2018 in all areas

  1. Hey Ninja, This is going to be something different! Mostly because we've reached a point in development where I'm pretty happy with the amount of content in combat, besides the bugs we'd like sorted out as soon as we can, I'd like to take some time to talk about my plans for the game from here. This is going to be my first development log which has no pictures! Inspiration Reflection Direction If you have ideas, please do write about it in the suggestions section. I may not reply to all of them, but I look at them when it comes to times where I'm looking for inspiration. If you want to throw a fit of rage, comments!
    1 point
  2. Fixed mapping errors in Leaf Village and Takumi. Fixed more disconnect bugs.
    1 point
  3. Fix substitution bugs. Fixed a disconnect bug.
    1 point
  4. Improved summoning. Added smarter following and casting. Fixed a lot of server crash related bugs. Targets clear if a player logs off. Improved login speed. Blank chatbox/glitched chat. NPC spells can trigger Substitution. Fix range checks for NPC spells. Lots of improvements to NPC combat. Don't aggro the dead - aka players. 60 seconds for death timer for traps. Optimize menu rendering. Client stuck fix with chat. Lots more!
    1 point
  5. Fixed Bounty Collector displaying the wrong amount for bounty rewards.
    1 point
  6. July 2018 PromotionsLeaf VillageChunin: @Gen @Rumaki Ryokaku Jonin: @Sour Suwa @Shotoho MiranaSand Village Chunin: @Taipan @Nauq Vongola Jonin: @Ketsueki BlackKage 1 @Jinbei Toitsu
    1 point
  7. Int Wm is like a mech - cost to maintain but can create chaos during fights. When one int Wm traps more than half of the raid or makes 20 ppl respect the tiles THEN u know what are you payimg for. Tricky mastery demands tricky ways. Also in each mmo theres a class or classes that cost shitton cause they require something specific to function. Now you might say that int wm itself is hard to maintain, but guess what - content is flowing in, i bet there will be other ways of grinding a coin as well : ) so calm ur tits.
    1 point
  8. Dear Ninja, Recently we introduced a new introduction cutscene to the game, something which we lacked for years. While the tutorial was good at introducing your own character's story, there was never truly an introduction to the game's world. I've been wanting to do this for a long time.. which is why I got DaiKai to draw illustrations for us! I then coupled her amazing artwork with story writing to create slightly unique introductions for each village. It wouldn't be as exciting for me to showcase the entire opening here, but just for the players who have already finished the academy and won't see it otherwise. Here is how it looks in-game! This is just one of the many small attention to details I want for Nin Online. I believe this is a polish that will make the ninja world feel complete, add value to new player's starting experience and make them anticipate discovering the world and all it's contents. Regards, Rory
    1 point
  9. Hey Ninjas, It's been a long time since I've made a development log. Though there has been so much progress going on. I finally decided to do one regarding a new jutsu which has had a very unique development process. For awhile now, I've been resting on completing the Jutsu kits for all our 1st Tier Masteries and focusing development on the Sand Village and other aspects of the game. But with the Sand Village coming to completion, I'm moving some of my time back into developing our kits to it's completion. We've had this piece of art @Fernando made, lying around for almost a year, which both of us found very hard to animate in 2D. Most of our Jutsu animations are usually pixel art animations, which mean they are done pixel by pixel, but for the first time in Nin Online history, I decided to use my 3D art skills to create a Jutsu animation. The task at hand was to create a Spiked Exploding Ball for Weapon Masters. So first of all what I did was create a simple 3D model of a ball with knife sticking out of it. This is Autodesk Maya and the model I made in a few minutes Next I textured the model with a simple texture of metal and an explosive tag on both sides. Next I made a simple looping rotating animation for it. Our 2D sprites are all shaded in a method called Cell shading, or Toon shading in Maya. So I used a shader to get this look. And finally, once I rendered it out and did some post-editting, I achieved this! It's a complex animation that fits in our game's artstyle and makes weapon masters that much more awesome! Hope you guys enjoyed this dev log entry! If you guys have any part of my art creation process you'd like to know more about in-depth, feel free to suggest it and I can try to document it in the next development log. Regards, Rory
    1 point
  10. The Underground - Stephen's Dev Log Sup Ninjas, It appears to have been awhile since your last little taste of our inner workings, this is my first official development log since I joined the team in October of 2015. I am but a small gear that keeps the machine known as Nin Online in exciting fighting order. As most of you know the Sand Village is inbound, and without much surprise I can say that we're working on far more than you can see on the streets and from the Edge of the Fire. I've been working on this for quite awhile, and much more but officially with the floodgate lifted I'd like to welcome you to the beginning of the Underground world of Nin Online. The Sewers Although you're getting a look, you'll have to find your way there yourself. And you'll have to find your way THROUGH as well, unlike previous areas in the game unless you've been through this zone before you're going to have some trouble making your way through the Underground Sewers.... Without spoiling any of the secrets that I've hidden and measured in this map, here are a couple screenshots and a quick snippet of the beginning few steps of the huge area. The beginning looks pretty simple, but as you get deeper into the maze you'll realize that not everything is as it seems. The Inhabitants Within the Underground you'll find the visibility to be the least of your problems, if you've noticed by now the sewers aren't just filled with water. There are critters the size of lions, tigers and bears down there and the only thing they eat is meat. The Mighty Mutant Rat is about as vicious as your everyday Ninja, dare I say even more so. The Corridors and The Ends And just to give you a bit more of a tease, here are the final two screenshots which I give to you. The area and the inhabitants aren't the only thing that's interesting about this zone, you'll find just about as many secrets in this area than you'll find in the Leaf Village as a whole. Every turn can lead you either closer or farther to the end, and at the end you may even find yourself turning around. To conclude, I give you a final welcome to my very thoughtful and twisted world of mystery and of course before I wrap this up I'd like to thank the rest of development team for giving me their support with this mini-project of mine. And of course I welcome all of you to continue suggesting you're beautiful content ideas, I read them everyday as I drink my morning coffee and bite into my mid-morning doughnut. Thanks for everything Ninjas, Stephen ( Formerly known as Yoshimitsu)
    1 point
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