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Scythe Animation preview

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Date Editor Before After
9/20/2015 6:26:33 PMGBrankTheEloIsALie before revert after revert
9/20/2015 6:26:15 PMGBrankTheEloIsALie before revert after revert
9/20/2015 6:24:52 PMGBrankTheEloIsALie before revert after revert
9/20/2015 6:24:21 PMGBrankTheEloIsALie before revert after revert
9/20/2015 6:24:03 PMGBrankTheEloIsALie before revert after revert
Before After
1 [b]In general[/b]: Awesome work, it's these little things that breathe (robot) life into a game :D 1 [b]In general[/b]: Awesome work, it's these little things that breathe (robot) life into a game :D
2 \n 2 \n
3 A few thoughts about some of them: 3 A few thoughts about some of them:
4 [quote] https://gyazo.com/d670028f6bbbb2fd4c7607f878e899e7 Show off[/quote] 4 [quote] https://gyazo.com/d670028f6bbbb2fd4c7607f878e899e7 Show off[/quote]
5 It looks slightly clunky (could be more smooth), but I have no idea how hard that is. Might also be the gif. 5 It looks slightly clunky (could be more smooth), but I have no idea how hard that is. Might also be the gif.
6 \n 6 \n
7 [quote]Idle damaged 7 [quote]Idle damaged
8 https://gyazo.com/5404ef64335aeb6f1db35ce27044923d 8 https://gyazo.com/5404ef64335aeb6f1db35ce27044923d
9 https://gyazo.com/4d0718c8ed459a91aa458582c51ef2dc[/quote] 9 https://gyazo.com/4d0718c8ed459a91aa458582c51ef2dc[/quote]
10 Imagining a squad of damaged scythes... So much scurrying, lol. I'd probably tone down the entire animation amplitude by about 50-70% so it doesn't feel like they're bowing before everyone :D 10 Imagining a squad of damaged scythes... So much scurrying, lol. I'd probably tone down the entire animation amplitude by about 50-70% so it doesn't feel like they're bowing before everyone :D
11 \n 11 \n
12 Also keep in mind that they are robots ( the size of 4 story building) , so heavy breathing isn't on their list of things to do when damaged. 12 Also keep in mind that they are robots ( the size of 4 story building) , so heavy breathing isn't exactly on their list of things to do when damaged ;)
13 \n 13 \n
14 [quote] https://gyazo.com/2fd5bdf71d13979c5a3131df8ba509aa Cut-stab-slashx3[/quote] 14 [quote] https://gyazo.com/2fd5bdf71d13979c5a3131df8ba509aa Cut-stab-slashx3[/quote]
15 He's sliding around his left hand an awful lot :D 15 He's sliding around his left hand an awful lot :D
16 What I dislike the most here (and again, maybe it's the gif) is that it doesn't look... strong. The current animation is overdoing it with the warp-speed blade cut, but you need to get some momentum behind that blade to slice anything with it imo (unless somebody makes it look like a particle blade thing and not a piece of metal :P). 16 What I dislike the most here (and again, maybe it's the gif) is that it doesn't look... strong. The current animation is overdoing it with the warp-speed blade cut, but you need to get some momentum behind that blade to slice anything with it imo (unless somebody makes it look like a particle blade thing and not a piece of metal :P).
17 \n 17 \n
18 [quote]Walking (Another note: I suck at making things walks.)[/quote] 18 [quote]Walking (Another note: I suck at making things walks.)[/quote]
19 The main problem is that walking generally doesn't work by moving your legs back and forth on the same trajectory. It's the cheap and easy way, and with some rocking the model side to side it's credible (see shield bots I believe), but you can get so much more out of it by actually raising feet slightly higher while moving them forward. 19 The main problem is that walking generally doesn't work by moving your legs back and forth on the same trajectory. It's the cheap and easy way, and with some rocking the model side to side it's credible (see shield bots I believe), but you can get so much more out of it by actually raising feet slightly higher while moving them forward.
20 \n 20 \n
21 PS: TIL that autoparsing/-linking urls requires a space in front of them. 21 PS: TIL that autoparsing/-linking urls requires a space in front of them.