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Everything posted by Ueda
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Already planned Yoshi
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Dear Ninjas, I've personally been enjoying my time in Early Access, communicating with everyone again for the first time in awhile. We've made good progress ironing out bugs in the past few days, but we're still a little bit away from opening alpha to all Gold/Silver ninjas and then to the rest of the community. Me and some of the early access testers put together a short trailer to hype everyone for the upcoming releases! https://youtu.be/X8Ms8KYWVhI I'd like to thank all the actors, as well as @Afilion aka. Justin West for the music. @ @ @ @Zepulous @ @Atrox @ They had a hard time with all the costume changes I made them do, and not forgetting Gender Change and Racial Equality Scorpion (inside joke). Thank you for the continued support, please do like and share the video if you enjoyed it. Also, remember subscribe to our YouTube channel as we will be posting video updates there soon. I also hope to record more footage of the game once we release to everyone so we can take more populated shots. So stay tuned for that! Regards, Rory
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Feature Beds, Social Login, and Server Selection
Ueda replied to topic's Seth-Disabled in Development Logs
The difference between the beds before and now visually, is you don't get that 1 second of standing on the bed before you drop into a sleeping position like you did before. I don't think we have comparison footage though. I think DM has too many limitations to be taken seriously enough. I'm amazed when people like Chris Gayle does something like Spirit Age, it looks amazing and it works. But then you play it, and you can't help but feel like it would have been so much better if it was coded in an engine with better performance. Spirit Age is in my opinion, the furthest anyone has pushed the engine both visually and programming wise (I've seen the toolset he's developed for it, it works similarly to Nin's eventing system, and he aimed even further than Nin has with pixel based movement and combat) but the game would not run smoothly with more players. BYOND Server's netcode isn't powerful enough to sync packets between the server and 10 players with that much amount of data. In my own personal conclusion, DM is a good tool to prototype games while learning server architecturing and programming. But isn't capable of a executing a smooth final product. -
Seth you ass. I mentioned this in the team chat. >_>
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It's a Hannya Mask won't be exclusive to Anbu. I'll work on the sandstorm. No news yet.
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Hi Ninjas, Back again for another art development log. I have interesting news.. the focus of the art development has been shifted from Jutsus to the second village, the Hidden Village of Sand! I already teased you all a few days back with the new forum banner, but here's a proper development log of the art working in-game. Even more good news, my conscription in the military will be ending in a little over 4 months, that will mean a lot more time to work on Nin Online and more time to dedicate to the community, like I did in the past. Animated grass Before going into the Sand village, I decided to make the greenery in the game a little more lively. Look closely! Sand Flak Jacket & Headband These are the basic gear seen worn by most ninjas in the sand village. I'll be adding more customized looks for these in the near future. For example, a variation of the headband which has the cloth covering one eye. The flak jacket looks a little bit different on the female. It's more light weight and has chest space. The Southern Gates of the Sand Village Watch as my Sand Ninja enters the "gates" of Sand. World Map I'm looking to hear your opinions on the current design for the world map I'm working on. If it's not pleasing for you guys, I'll consider outsourcing drawing a more detailed map to an illustrator. I hope you guys like this. Feel free to give your feedback and harsh criticism. Also, once again, if there are any web developers interested in coding our new homepage, please PM me! Regards, Rory
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He speaks da truth
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That wasn't in the list of things I saw but thanks. You're right, and that's designed by Raphael!
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They're high level mobs. Being OP has never felt so good.
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Thanks Crosswise, and everyone else
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I think the problem you're referring to is the post rendering motion blur on 3D games. This shouldn't apply to small motion blurs applied to animation effects on a small part of the 2D game screen.
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Thanks for the nice comments, Ryu. I would love to do this good idea.
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Hi Ninjas, I'm finally doing something interesting today, so I decided to talk about it in a development log. I'm been studying a lot of game animations, but mainly that of MapleStory, and trying to incorporate the fluidity of their animation style into Nin Online. As for now, After some practice, I've created a style I personally like and think fits Nin Online well. I've used it for the animations below.. Level Up Animation This is how I designed it in Photoshop. This is how it is programmed in-game This animation will play on your character each time you level up. I'm not completely satisfied with it as of yet, so consider it a WIP. I believe it should be a hell lot grander. Critical / Dodge / Miss Animations These I like a lot. I believe good animations will really add on to the whole battle experience in Nin Online. The critical animation is intentionally a little Ragnarok Online inspired This is a little preview of the art seen in this development log, working together in-game. The principles I've incorporated into these animations, which hasn't been widely incorporated into previous animations are.. Breaking away from being overly traditional and only using Pixel line art and shading. Motion Blurs to create more intense effects with less frames. For certain elements, I try to use good timed scaling to create an effect of Squishyness For other elements, I tried to create an effect of Elasticity with well timed easing. Still maintaining the love I give all my animations, and still working on them as frame-by-frame animations. I hope you guys like this. Feel free to give your feedback. Also, if there are any web developers interested in coding our new homepage, please PM me! Regards, Rory
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The crater forms where you leave because you create a crater where you blast off from that position. I will do a finish state which gives more impact. Also the animation is supposed to be a punch at the end but that hasn't been programmed in yet. It's not exactly true that the others get lazy when I'm not around. Abhi and Seth have been hard at work, and so has Raphael on art. Just Kimi and Fernando are always doing my biddings, so you don't see so much from them when I'm away
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Hi Ninjas, It's been a very long time since my last development log. One reason being that I held back making any reveals until the previous testing phase came out. During that test, a whole bunch of content was revealed such as the complete basic kits for each Elemental Mastery. Another reason has been my long absence, this has been due to a lot of unpredictable events that has happened to me up until now. But I'm back, and I'll soon be starting to do live streams of my artwork in development again, so stay tuned! Forest of Death Arena Exterior Along with this building, an entire forest of death map has been completed, the size of the map being even larger than Leaf Village itself. This is going to be the most exciting part of the Chunnin Exams in my opinion. Players will be scattered to random points in the map with their team with one of the two Heaven Scrolls or Earth Scrolls, they will then go about battling other teams in order to get the other scroll to enter the Forest of Death Arena. Taijutsus These Taijutsus are currently still work in progress. Goggles & Eye Scope NPCs around Leaf Village Fernando and I spent some time to populate Leaf Village with lively characters which each serve a different purpose. Walking around Leaf Village won't be as barren as it used to! These are just a few of them. Look forward to more from me soon! Thanks everyone for being patient with the project. Regards, Rory
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Feature UI Improvements, Auto Loot, and 3-D Sounds
Ueda replied to topic's Seth-Disabled in Development Logs
Thanks everyone for being patient for me, next development log from me soon! -
Updated: Added in Spacebar for pick up item, Ctrl for Talking to NPC and Alt for Self-cast Jutsus.
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You make it sound like the feature is right there and we're just now allowing players to use it. We're not restricting players from rebinding their keys. The feature just isn't implemented yet. It will be implemented in time. I've mentioned this many times in the past! In the meantime, if somebody wants to make a 3rd party tool to rebind keys, be my guest.
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Get good. Most viable keys for combat imo is using arrows keys, left CTRL, this way all attacks are on your left hand and movement is on the right. Once we make Hotkeys usable with NumPad, you can WASD, right CTRL and use numpads for hotkeys.
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Except it's for while in combat too. You need to strategically find time to charge your chakra.
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The Controls Guide has been moved to a page.
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If only one group survives the forest of death, we will skip the finals.
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Thank you Zel Online looks good as well.
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Though EW is very well made and it provides a lot of features you would need In a game already in the engine. Extendebility will take a lot of work. Far far more than Byond for example.
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I think you're not seeing how good it looks because of the GIF and it moving too fast. Took me 3 days to animate the individual flaming fur on this jutsu.
HITSPARK