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.Y'all pre-renderering spriters have it easy... :< (Too easy smh... View attachment 172773)
when it's donewhen will this release? because it looks SO GOOD.

this is some really cool behind the scene stuff, it's honestly quite unique and some cool techniquesThe 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 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!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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This is actually really well made, especially considering this is a first(?) mod from someoneIn 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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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.This is actually really well made, especially considering this is a first(?) mod from someone
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.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 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 piecesI 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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