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Y'all pre-renderering spriters have it easy... :< (Too easy smh...
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Eh close enough, welcome to srb2 sora :D
But fr this is peak, I've wanted this for a long time
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Question, will there be pvp?
 
Y'all pre-renderering spriters have it easy... :< (Too easy smh... View attachment 172773)
tbf theres still a little more work on the sprites you gotta do sometimes. making sure every part of the model you want seen is the proper scale so they can show up when rendered at a smaller image scale, drawing over them if theres some issues, not to mention just animating the character in general can be hard at least to me. still not as hard as drawing all the sprites from scratch i understand but still has its own challenges.
 
The sword's trail effect is now separate, making it translucent and visually better. They have FULLBRIGHT and NOCOLORMAPS flags to keep their color bright and maintain its color regardless of the environment, so it doesn't get confused with which style you're using. There are more new attacks, but I'm still finishing programming them.

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It's actually quite simple, as the trail also has a skeleton to ensure the sword's movement is precise. I then render without the trail, and then just the trail and the blade, since the blade can also glow in some cases. Then I add the animations to the character, and an object imitates them, but using the trail frames.

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The sword's trail effect is now separate, making it translucent and visually better. They have FULLBRIGHT and NOCOLORMAPS flags to keep their color bright and maintain its color regardless of the environment, so it doesn't get confused with which style you're using. There are more new attacks, but I'm still finishing programming them.

View attachment 173344View attachment 173345View attachment 173346View attachment 173347


It's actually quite simple, as the trail also has a skeleton to ensure the sword's movement is precise. I then render without the trail, and then just the trail and the blade, since the blade can also glow in some cases. Then I add the animations to the character, and an object imitates them, but using the trail frames.

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this is some really cool behind the scene stuff, it's honestly quite unique and some cool techniques
 
The sword's trail effect is now separate, making it translucent and visually better. They have FULLBRIGHT and NOCOLORMAPS flags to keep their color bright and maintain its color regardless of the environment, so it doesn't get confused with which style you're using. There are more new attacks, but I'm still finishing programming them.

View attachment 173344View attachment 173345View attachment 173346View attachment 173347


It's actually quite simple, as the trail also has a skeleton to ensure the sword's movement is precise. I then render without the trail, and then just the trail and the blade, since the blade can also glow in some cases. Then I add the animations to the character, and an object imitates them, but using the trail frames.

View attachment 173348View attachment 173349
View attachment 173350View attachment 173351
The style switching effects are amazing! They remind me of DMC3 Crimson Mod... And it's nice to see what's it like behind the scenes. I find it very interesting!
 
In Knight and Cavalier styles, the Homing Dash camera focuses forward like any other Homing Attack. Now in Paladin, the camera remains at its original angle for a better view of combos. This way, you can use the Homing Dash to engage airborne enemies. If the enemy is in the air, they'll take a mini-juggle to keep them there. It also works to engage and knock down flying enemies.

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In Knight and Cavalier styles, the Homing Dash camera focuses forward like any other Homing Attack. Now in Paladin, the camera remains at its original angle for a better view of combos. This way, you can use the Homing Dash to engage airborne enemies. If the enemy is in the air, they'll take a mini-juggle to keep them there. It also works to engage and knock down flying enemies.

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This is actually really well made, especially considering this is a first(?) mod from someone
 
This is actually really well made, especially considering this is a first(?) mod from someone
I've been developing beat 'em ups for some game jams. I've studied pre-rendering a bit. I just needed to adapt the ideas for Lua. Some colleagues help with Lua when I have questions. Also, doing combat like this is actually quite easy, because the idea is to manipulate enemies, like a shuttlecock game. So, when you throw the shuttlecock, you do cool moves with your character, also about positioning in relation to enemies. I just needed to add the "Shuttlecock" idea, which is the juggles for enemies, and then the rest is a dance.
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I made a procedural health bar for debugging purposes, I might make it optional in the final version. It ends up being a bit Musou-like.

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are you planning on making combos somehow factor into level scoring? Maybe something like how gamma works, and that the highest the combo you get the timer maybe pauses for an amount of time? Not that it's needed since it's fun enough to beat the snot out of enemies, but having some incentive to do so that goes back into the normal gameplay would be cool
 
are you planning on making combos somehow factor into level scoring? Maybe something like how gamma works, and that the highest the combo you get the timer maybe pauses for an amount of time? Not that it's needed since it's fun enough to beat the snot out of enemies, but having some incentive to do so that goes back into the normal gameplay would be cool
I'm thinking about doing these things, but I'm still finishing designing the numbers and HUD assets. The idea is to have two types of HUD and rewards. The standard one, identical to SATBK, will have scoring and hit counts, ring gains, etc., like in the original game. But there will be an extra one with a DMC-like look, but it's extra content, so there will be style rankings and other things.


The image shows a provisional mockup of what the extra HUD could look like.

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I was testing the "Soul Trigger" effect for Paladin style, and I was wondering about the attack speed. Should I increase it like DMC's Devil Trigger, or keep the default speed? Attack animations are usually 2 frames per second in Var2. When you change Var2 to 1, it becomes incredibly fast, which makes it super broken. There's no middle ground for speed, so I'm not sure. Another thing about this: do you prefer that when you take a hit in this mode, you lose 1 ring per enemy hit, or just invincibility? Because in DMC you don't get staggered, but you do lose health. Let me know what you think, and depending on the majority, I'll make it permanent.

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In the end, in "Soul Trigger" I made it so that each hit only lost 1 ring per enemy damage, so that I could take damage like in Devil Trigger.

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On increasing speed during DT(or ST in this case) the biggest worry would be if inputing comboes becomes too difficult with the increased speed imo. if you think it feels comfortable enough with faster speed, then i think you should go for it! And you already did it, but yeah losing one ring is perfect :wonderful:
 
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I applied sparks during hits, I was going to make them hit the ground with physics, but I had a lot of problems with some bosses like Egg Sea, Fang and Metal Sonic swallowing the particles inside themselves or on the ground. So I left it simple and not interacting with walls or the ground.

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In true Devil May Cry fashion, it basically looks like you're bullying the enemy anytime you do a lengthy combo
 
I applied sparks during hits, I was going to make them hit the ground with physics, but I had a lot of problems with some bosses like Egg Sea, Fang and Metal Sonic swallowing the particles inside themselves or on the ground. So I left it simple and not interacting with walls or the ground.

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how dare that crawla exist anywhere near sonic he totally deserved to be massacred and cut to pieces
 

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