The snake, spider and plant42 battles would great if done in the turn based style of Koudelka / Shadow Hearts.
Coming back to the limb targeting system idea, how about having every shot decided by a randomized cycling loop that automatically picks a limb to shoot, like the one hit kills in director's cut.
That way it makes the game more difficult because you'll waste 2-3 bullets to get a single head shot where as the other bullets will only stun limbs like the chest that blasts them backwards or a leg shot that brings them to their knees so they crawl towards you instead or a arm shot that will stop them grabbing you when closeup.
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Resident Evil: Behind the Mask [+Hazardous Battle]
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Originally posted by Gemini View PostNo worries, that was from a previous version of the model I was untriangulating for performance boosts. The current one looks like this: *image*
Originally posted by Ultimacloud123 View PostHey Rusty, where can I find that model of yours?
http://re123.bplaced.net/board/viewtopic.php?f=22&t=6
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Originally posted by -Rusty- View PostFix the thighs, I see you switched them to the other side. The pants pouches are facing inwards now.
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Originally posted by Gemini View PostMaking some progress with Yawn:
I'm starting to hate him with a passion due to all the math involved to make tail+body joints follow the main node of his body. I had to make a separate animation procedure just for him and it's not even remotely done yet. <_< Hopefully my code shouldn't drain the CPU like the original does with its freaking 12 invisible spawned entities simulating body collisions (i.e. I can animate with bezier interpolation instead of linear), but so far that's the only bright note.
Many thanks.I think I may use it as an alternative outfit for Chris. Something like this in a pose similar to the Grant sketches:
This should solve the issue: https://www.sendspace.com/file/wxm6gj
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Originally posted by Ultimacloud123 View PostAfter completing Yawn what other behaviors do you need to program?
It does really nothing in its current state, other than showing the item list and a fancy screenshot effect. But back to AI planning, I'm tempted to leave the Yawn for last and implement Black Tiger and Plant 42 in that order.
Originally posted by Getta robo View PostI guess it's not going to be the easiest task, but there are only but a few obstacles for you guys anyway!
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Originally posted by Mikhail View PostThe ones with plastic joints?
And by the way -Rusty-, your model looks amazing!
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Originally posted by Getta robo View PostI had this idea about Yawn's moment pattern and design. It's not a big secret that Yawn look's like a vintage toy and crawls around like he swallowed several balloons. I remember that you're familiar with Dino Crisis, so you might consider adjusting him based upon some other Capcom's monsters.
Pleasiosaurus neck and Mosasaurus body movement are actually more faithful to a snake's movement that Yawn's itself. So perhaps you can somehow "reconstruct" him under looking more similar to his future designs (pretty much like you did with Tyrant for example) and use a combination of those two dinosaurs for his movement. I guess it's not going to be the easiest task, but there are only but a few obstacles for you guys anyway!
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Originally posted by Gemini View PostI'm starting to hate him with a passion due to all the math involved to make tail+body joints follow the main node of his body. I had to make a separate animation procedure just for him and it's not even remotely done yet. <_< Hopefully my code shouldn't drain the CPU like the original does with its freaking 12 invisible spawned entities simulating body collisions (i.e. I can animate with bezier interpolation instead of linear), but so far that's the only bright note.
Pleasiosaurus neck and Mosasaurus body movement are actually more faithful to a snake's movement that Yawn's itself. So perhaps you can somehow "reconstruct" him under looking more similar to his future designs (pretty much like you did with Tyrant for example) and use a combination of those two dinosaurs for his movement. I guess it's not going to be the easiest task, but there are only but a few obstacles for you guys anyway!
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Thanks Gemini for the textures. Now if I had the models I'd be set, preferably for Barry and Jill's police alternate outfit.
You've come a long way. After completing Yawn what other behaviors do you need to program?
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Making some progress with Yawn:
I'm starting to hate him with a passion due to all the math involved to make tail+body joints follow the main node of his body. I had to make a separate animation procedure just for him and it's not even remotely done yet. <_< Hopefully my code shouldn't drain the CPU like the original does with its freaking 12 invisible spawned entities simulating body collisions (i.e. I can animate with bezier interpolation instead of linear), but so far that's the only bright note.
Originally posted by -Rusty- View PostYou can use the model if you want Gemini.I think I may use it as an alternative outfit for Chris. Something like this in a pose similar to the Grant sketches:
Originally posted by Ultimacloud123 View PostHey Gemini, any chance I could get your textures from DS? I've found links to them however their down. If not the all of them, Barry would suffice.
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Hey Gemini, any chance I could get your textures from DS? I've found links to them however their down. If not the all of them, Barry would suffice.
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