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dbu rebooted
Author | Message |
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emirh08 |
Sunday, May 14, 2017So I have been creating dbu for over a year, But I was doing it on a custom engine which denied me any possibility to upgrade in the future and when I saw the benefits from ue4 4.16 from 4.12 I thought "screw it" and scraped the project and decided to take ideas from a few members in both the dbu and Earth Special Forces fan base and combined them, so after 2 weeks of restarted development here is a small portion of the new combat system, its still early work in progress but its much smoother then before, models credited to xenoverse animations by myself along with everything else
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Zeth The Admin |
Monday, May 15, 2017Nice! What custom engine were you using before? I thought you were just using an earlier Unreal Engine 4? Also, which DBU project are you referring to? There have been at least 3 to my knowledge in the last 15 years on various engines. What benefits did the newer Unreal offer by the way? |
Shenku RiO Incarnate |
Monday, May 15, 2017You still shouldn't be using commercial assets, and especially not posting about it here as it's been against the rules here since the beginning, and you've been warned about this several times...
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emirh08 |
Monday, May 15, 2017Shenku wrote : You still shouldn't be using commercial assets, and especially not posting about it here as it's been against the rules here since the beginning, and you've been warned about this several times...
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emirh08 |
Monday, May 15, 2017Zeth wrote : Nice! What custom engine were you using before? I thought you were just using an earlier Unreal Engine 4? Also, which DBU project are you referring to? There have been at least 3 to my knowledge in the last 15 years on various engines. What benefits did the newer Unreal offer by the way?
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Shenku RiO Incarnate |
Monday, May 15, 2017emirh08 wrote :
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Eagle The Purpose |
Monday, May 15, 2017I thought you were just using an earlier Unreal Engine 4? We were all wrong apparently.
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emirh08 |
Monday, May 15, 2017Eagle wrote :I thought you were just using an earlier Unreal Engine 4?
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emirh08 |
Saturday, July 15, 2017small zippy super combo, game is totally rebooted and all mechanics work well online, now just need to animate and animate to fill in the attacks
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Zeth The Admin |
Saturday, July 15, 2017Interesting camera angles. Solid representation of zwee fighting. Is this on rails gameplay-wise or are all of these maneuvers individual player inputs? |
emirh08 |
Saturday, July 15, 2017Its a bit of both, its a similar style to Earth Special Forces |
Zeth The Admin |
Saturday, July 15, 2017I've not played Earth Special Forces, but I recall seeing that the commercial Dragon Ball Z games use scripted "cinematics" intermixed with quick-time-events. These are great for presentation/show, but it's a lot different than letting player input/skill be the deciding factor for creating the outcomes. |
Newfolder |
Saturday, July 15, 2017I hope it's not "push the button -> watch animation" style of game .
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emirh08 |
Saturday, July 15, 2017Newfolder wrote : I hope it's not "push the button -> watch animation" style of game .
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emirh08 |
Saturday, July 15, 2017I have also disabled kameha's and ultimate attacks to stop players being able to spam them at any moment, I want the core focus to be gameplay and mêlée combat, in order to do a kameha you have to first cross over the opponents hit box and have to have both a higher ki level and stamina level then you opponent unless he isn't in boost mode then you just need to attack him holding shift and a kamaha will play etc, opponent can counter from here etc |
emirh08 |
Monday, July 17, 2017advanced graphics menu made from the ground up took about 5-6 hours but all done using variables and string lines instead of actual console commands because console commands are messing and should not be used in menus https://www.youtube.com/watch?v=rd8SgIBUqWY |
Skatter #*&@%! |
Monday, July 17, 2017During your power struggle at the end there, I'd tone those "heat wave" effects down a bit. I mean your personal preference may be that it looks good, and I wouldn't take the effect out altogether if you like it, but I would dial it back-not in size, just intensity. It's very often that less is more in effects, especially with regards to Dragon Ball Z, and this time I'm not talking about accuracy, just that it's almost too busy to be aesthetically pleasing.
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emirh08 |
Monday, July 17, 2017Skatter wrote : During your power struggle at the end there, I'd tone those "heat wave" effects down a bit. I mean your personal preference may be that it looks good, and I wouldn't take the effect out altogether if you like it, but I would dial it back-not in size, just intensity. It's very often that less is more in effects, especially with regards to Dragon Ball Z, and this time I'm not talking about accuracy, just that it's almost too busy to be aesthetically pleasing.
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Skatter #*&@%! |
Monday, July 17, 2017Ah, I see! I should've known that, but I'm mostly unfamiliar with UE4 outside of screwing around with ARK: Survival Evolved a bit. |
emirh08 |
Monday, July 17, 2017if you want I can show you a higher res version now, I had a wind effect after explosion and a short white screen as well but after a few online test etc it started to interfere with game play so I removed it and just created that small burst |
Skatter #*&@%! |
Monday, July 17, 2017That's entirely up to you-Effects have always been an interest to me since that's all I'm good for, so it's the only thing I feel confident/competent enough to give legitimate feedback on. |
emirh08 |
Monday, July 17, 2017Skatter wrote : That's entirely up to you-Effects have always been an interest to me since that's all I'm good for, so it's the only thing I feel confident/competent enough to give legitimate feedback on.
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emirh08 |
Monday, October 02, 2017
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emirh08 |
Monday, October 02, 2017
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Shenku RiO Incarnate |
Monday, October 02, 2017emirh08 wrote :
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