Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1762391:date=Apr 2 2010, 09:19 PM:name=Draco_2k)--><div class='quotetop'>QUOTE (Draco_2k @ Apr 2 2010, 09:19 PM) <a href="index.php?act=findpost&pid=1762391"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Cyanide is correct, I remember the same post myself. It's simply too long, DI is still in.<!--QuoteEnd--></div><!--QuoteEEnd--> Meh, but its not an intro. 12sec outro wouldn't detract from the actual video... Ah well, not important :P
Can we get a good download link for the HD video? For some reason my university internet loathes YouTube, and every now and then makes it load relentlessly slow. Not to mention that Flash really isn't the best movie player.
<!--quoteo(post=1762395:date=Apr 2 2010, 07:23 PM:name=nNyxx)--><div class='quotetop'>QUOTE (nNyxx @ Apr 2 2010, 07:23 PM) <a href="index.php?act=findpost&pid=1762395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I like how it was confirmed as well that the belly slide will be in game.
"Haha, glad you guys liked it. Yeah, Belly Slide is in. It's pretty great. "<!--QuoteEnd--></div><!--QuoteEEnd-->
You're trusting a video released on April Fools day?
had to add that i love the nastiness of the gorge's teeth and tongue (sound was just as nasty)! and the ¿idle animation? (tongue flicking tooth) is also very noice.
must be a lot of fun putting this game together :)
<!--quoteo(post=1762411:date=Apr 2 2010, 03:01 PM:name=Rehnquist)--><div class='quotetop'>QUOTE (Rehnquist @ Apr 2 2010, 03:01 PM) <a href="index.php?act=findpost&pid=1762411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At the risk of sounding greedy, what are the chances that we are getting a Friday update as well?<!--QuoteEnd--></div><!--QuoteEEnd-->
My money is on the fade reveal after that little tease. Or at least, I'm hoping.
<!--quoteo(post=1762396:date=Apr 2 2010, 10:35 PM:name=Squeal_Like_A_Pig)--><div class='quotetop'>QUOTE (Squeal_Like_A_Pig @ Apr 2 2010, 10:35 PM) <a href="index.php?act=findpost&pid=1762396"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All of the animations in the movie are in game animations. There weren't any made specifically for the purposes of the video, just some were reused in different ways to fit with the events.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd--> Hold on a second...
<!--quoteo(post=1762423:date=Apr 2 2010, 11:47 PM:name=daidalos)--><div class='quotetop'>QUOTE (daidalos @ Apr 2 2010, 11:47 PM) <a href="index.php?act=findpost&pid=1762423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It could be a death animation, couldn't it?<!--QuoteEnd--></div><!--QuoteEEnd--> If it means death animations are specific enough to recognize gorge dying while running forward, that's also good news.
EDIT: But he is seen <i>getting up</i> from that position...
They did create the belly-slide animation for fun and threw it up on Facebook, however I think from what they said just now and how the animation looks in the video compared to the one on Facebook (<a href="http://www.facebook.com/home.php#!/video/video.php?v=141778419193" target="_blank">http://www.facebook.com/home.php#!/vid...?v=141778419193</a>) I think they have retouched the animation, which could indicate that they'll perhaps will try and make this work. Or maybe I'm just seeing things?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->EDIT: But he is seen getting up from that position...<!--QuoteEnd--></div><!--QuoteEEnd--> Indeed, we're certainly going to see a set of animations to <i>maybe </i>build a mod on at the very least :p
Bellyslide, huh? I think I'll dive into some wild speculations. One of the secondary attacks which helps the Gorge gain speed by using ramps or something like that?
Of course, that you guys missed the opportunity to finish this off with the "chuckle" sound (or even better, a new chuckle) is near criminal.
Other than that, I laughed hard.
However, one thing it pointed out is that the skulks can hide well except for their constant movement. Any chance of having more wall textures with some kind of pulsating/pumping movements so as to aid the disguise of a skulk sitting still?
<!--quoteo(post=1762433:date=Apr 3 2010, 06:26 AM:name=daidalos)--><div class='quotetop'>QUOTE (daidalos @ Apr 3 2010, 06:26 AM) <a href="index.php?act=findpost&pid=1762433"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One of the secondary attacks which helps the Gorge gain speed by using ramps or something like that?<!--QuoteEnd--></div><!--QuoteEEnd-->
Movement techniques such as this either need to be bound in place of crouch or as the secondary attack to ALL abilities. Switching to a different ability to use its alt-fire to move would get cumbersome. For example, unless UWE has put in some incredible abilities I've never thought of, I wouldn't mind the skulk's alt-fire being Leap for EVERY ability.
Skulk's alt-fire could be leap, Fade's alt-fire could be blink, Gorge's crouch (or alt-fire or whatever) could be belly-slide, Lerk's crouch could be the roost, and so on.
Just a possible thought. I know one of the reasons I never used Fade was because I could NEVER get the hang of switching blinking and attacking.
INB4 CLAIMS THAT BEING ABLE TO BLINK AND ATTACK WITH THE SAME ABILITY AS FADE WOULD MAKE THE GAME TOO CASUAL BY GETTING RID OF THE LEARNING CURVE
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1762425:date=Apr 2 2010, 10:53 PM:name=Blasphemy)--><div class='quotetop'>QUOTE (Blasphemy @ Apr 2 2010, 10:53 PM) <a href="index.php?act=findpost&pid=1762425"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has no one noticed the little gorge building 14 seconds in? It's too curvy to be anything but.<!--QuoteEnd--></div><!--QuoteEEnd--> It looks like a growing sensory chamber or perhaps an offensive chamber :D
<!--quoteo(post=1762436:date=Apr 2 2010, 04:34 PM:name=BigText)--><div class='quotetop'>QUOTE (BigText @ Apr 2 2010, 04:34 PM) <a href="index.php?act=findpost&pid=1762436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->INB4 CLAIMS THAT BEING ABLE TO BLINK AND ATTACK WITH THE SAME ABILITY AS FADE WOULD MAKE THE GAME TOO CASUAL BY GETTING RID OF THE LEARNING CURVE<!--QuoteEnd--></div><!--QuoteEEnd--> You must have stopped playing before they added "+movement". Search the forums and you will see that this functionality was in NS1.
<!--quoteo(post=1762344:date=Apr 2 2010, 10:04 AM:name=juice)--><div class='quotetop'>QUOTE (juice @ Apr 2 2010, 10:04 AM) <a href="index.php?act=findpost&pid=1762344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Suspicions confirmed - Fade is small, you can see it by the shadow skewing.<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=1762362:date=Apr 2 2010, 12:06 PM:name=NeoSniper)--><div class='quotetop'>QUOTE (NeoSniper @ Apr 2 2010, 12:06 PM) <a href="index.php?act=findpost&pid=1762362"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not like you can really tell for sure from the shadow, but Fade seems normal ns1 size to me.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, maybe he's just more anorexic with bigger hunched shoulders?
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited April 2010
<!--quoteo(post=1762435:date=Apr 3 2010, 07:31 AM:name=Kwil)--><div class='quotetop'>QUOTE (Kwil @ Apr 3 2010, 07:31 AM) <a href="index.php?act=findpost&pid=1762435"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However, one thing it pointed out is that the skulks can hide well except for their constant movement. Any chance of having more wall textures with some kind of pulsating/pumping movements so as to aid the disguise of a skulk sitting still?<!--QuoteEnd--></div><!--QuoteEEnd-->
+1
this would be perfect - as it is really easy to spot enemies in games because your eyes just look for movement.
In a factory or refinery there would be moving parts everywhere - and this would provide the perfect cover for aliens, as marines wouldn't be able to focus on things so easily. I don't think this has ever been done in a game, can you imagine how alive the level would feel? If they are alreay using models, I wonder how hard it would be to make them animated - just small irregular movements.
probably worth putting in the suggestion forum Kwil :)
EDIT: and if not the marine environments, I hope that the infestation will move, expand, bubble, breath etc to provide this living feeling, and also decoy for the aliens.
this would be perfect - as it is really easy to spot enemies in games because your eyes just look for movement.
In a factory or refinery there would be moving parts everywhere - and this would provide the perfect cover for aliens, as marines wouldn't be able to focus on things so easily. I don't think this has ever been done in a game, can you imagine how alive the level would feel? If they are alreay using models, I wonder how hard it would be to make them animated - just small irregular movements.
probably worth putting in the suggestion forum Kwil :)
EDIT: and if not the marine environments, I hope that the infestation will move, expand, bubble, breath etc to provide this living feeling, and also decoy for the aliens.<!--QuoteEnd--></div><!--QuoteEEnd--> did anyone else notice the pipes in the video shaking? if mine eyes doth not betray me, i believe they are already kind of doing this.
QuovatisTeam InversionJoin Date: 2010-01-26Member: 70321Members, NS2 Playtester, Squad Five Blue
<!--quoteo(post=1762443:date=Apr 2 2010, 10:36 PM:name=yimmasabi)--><div class='quotetop'>QUOTE (yimmasabi @ Apr 2 2010, 10:36 PM) <a href="index.php?act=findpost&pid=1762443"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I watched again. This gorge is really cute than previous one. And while it is walking is it also sliding a bit on the floor ?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, the forward movement is faster than the animation suggests. This needs to be fixed.
Comments
Meh, but its not an intro. 12sec outro wouldn't detract from the actual video... Ah well, not important :P
Hilarious. And also... FAAAAAAAAAAAAAAAAAAAADE! Reveal incoming? :>
So, can we get a good download link?
"Haha, glad you guys liked it. Yeah, Belly Slide is in. It's pretty great. "<!--QuoteEnd--></div><!--QuoteEEnd-->
You're trusting a video released on April Fools day?
must be a lot of fun putting this game together :)
My money is on the fade reveal after that little tease. Or at least, I'm hoping.
--Cory<!--QuoteEnd--></div><!--QuoteEEnd-->
Hold on a second...
So the belly slide <b>IS</b> a feature then?
So the belly slide <b>IS</b> a feature then?<!--QuoteEnd--></div><!--QuoteEEnd-->
It could be a death animation, couldn't it?
If it means death animations are specific enough to recognize gorge dying while running forward, that's also good news.
EDIT: But he is seen <i>getting up</i> from that position...
Or maybe I'm just seeing things?
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->EDIT: But he is seen getting up from that position...<!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed, we're certainly going to see a set of animations to <i>maybe </i>build a mod on at the very least :p
I think I'll dive into some wild speculations.
One of the secondary attacks which helps the Gorge gain speed by using ramps or something like that?
Of course, that you guys missed the opportunity to finish this off with the "chuckle" sound (or even better, a new chuckle) is near criminal.
Other than that, I laughed hard.
However, one thing it pointed out is that the skulks can hide well except for their constant movement. Any chance of having more wall textures with some kind of pulsating/pumping movements so as to aid the disguise of a skulk sitting still?
Movement techniques such as this either need to be bound in place of crouch or as the secondary attack to ALL abilities. Switching to a different ability to use its alt-fire to move would get cumbersome. For example, unless UWE has put in some incredible abilities I've never thought of, I wouldn't mind the skulk's alt-fire being Leap for EVERY ability.
Skulk's alt-fire could be leap,
Fade's alt-fire could be blink,
Gorge's crouch (or alt-fire or whatever) could be belly-slide,
Lerk's crouch could be the roost,
and so on.
Just a possible thought. I know one of the reasons I never used Fade was because I could NEVER get the hang of switching blinking and attacking.
INB4 CLAIMS THAT BEING ABLE TO BLINK AND ATTACK WITH THE SAME ABILITY AS FADE WOULD MAKE THE GAME TOO CASUAL BY GETTING RID OF THE LEARNING CURVE
It looks like a growing sensory chamber or perhaps an offensive chamber :D
<a href="http://www.youtube.com/watch?v=jfRI_ITSsWo&feature=youtube_gdata" target="_blank">http://www.youtube.com/watch?v=jfRI_ITSsWo...e=youtube_gdata</a>
You must have stopped playing before they added "+movement". Search the forums and you will see that this functionality was in NS1.
<!--quoteo(post=1762344:date=Apr 2 2010, 10:04 AM:name=juice)--><div class='quotetop'>QUOTE (juice @ Apr 2 2010, 10:04 AM) <a href="index.php?act=findpost&pid=1762344"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Suspicions confirmed - Fade is small, you can see it by the shadow skewing.<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=1762362:date=Apr 2 2010, 12:06 PM:name=NeoSniper)--><div class='quotetop'>QUOTE (NeoSniper @ Apr 2 2010, 12:06 PM) <a href="index.php?act=findpost&pid=1762362"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not like you can really tell for sure from the shadow, but Fade seems normal ns1 size to me.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, maybe he's just more anorexic with bigger hunched shoulders?
The shadow near the door? Looks like just a shadow of a pipe at a bend. You see it again when you see the gorge at the top of the stairs.
We should have seen the fade pull a little chain to make the light fall, chuckle, then run away. LOL
+1
this would be perfect - as it is really easy to spot enemies in games because your eyes just look for movement.
In a factory or refinery there would be moving parts everywhere - and this would provide the perfect cover for aliens, as marines wouldn't be able to focus on things so easily.
I don't think this has ever been done in a game, can you imagine how alive the level would feel? If they are alreay using models, I wonder how hard it would be to make them animated - just small irregular movements.
probably worth putting in the suggestion forum Kwil :)
EDIT: and if not the marine environments, I hope that the infestation will move, expand, bubble, breath etc to provide this living feeling, and also decoy for the aliens.
And while it is walking is it also sliding a bit on the floor ?
Btw fade is not revealed, it is just a shadow :)
this would be perfect - as it is really easy to spot enemies in games because your eyes just look for movement.
In a factory or refinery there would be moving parts everywhere - and this would provide the perfect cover for aliens, as marines wouldn't be able to focus on things so easily.
I don't think this has ever been done in a game, can you imagine how alive the level would feel? If they are alreay using models, I wonder how hard it would be to make them animated - just small irregular movements.
probably worth putting in the suggestion forum Kwil :)
EDIT: and if not the marine environments, I hope that the infestation will move, expand, bubble, breath etc to provide this living feeling, and also decoy for the aliens.<!--QuoteEnd--></div><!--QuoteEEnd-->
did anyone else notice the pipes in the video shaking? if mine eyes doth not betray me, i believe they are already kind of doing this.
but yeah animated levels would be so cash.
And while it is walking is it also sliding a bit on the floor ?<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, the forward movement is faster than the animation suggests. This needs to be fixed.