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Messages - Neoptolemus

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"Marks, why was the ground on the second map white? Ground isn't white silly, neither is rain. I hear people talking about S-n-o-w? What's that?"

-Sincerely the state of Texas

But looks good lol

I hear it was invented by Canadians.

2
... What a nice birthday present. Thank you RSE =)

Happy birthday! And you're welcome :-)

3
I would love to visit the snowman. Just to know if he is fine.

You will get to do that, don't worry. We have some fun stuff planned for the snow map. Snow days are the best!

4
I agree with 7th Fusiliers Official. But the most interesting part is the equipment chosing option. One thing that gives me a big ? is the part of the shoulder animation at the beginning. After you spawned your musket was on your left shoulder and after you've moved it's on the right shoulder and hold his musket in an interesting way for whatever reason.

I'm still excited to see more of it! Great work!

blending and ironing out anis, ill let richard reply to this properly

Yeah, so basically items can be attached to either hand when equipped, or holstered on the left/right hip or slung across the shoulder.

Weapons generally are attached to the right hand in most cases, but they can switch hands on the fly as needed (e.g. the reload animation where he holds the musket in the left hand while filling the pan, priming the barrel etc.)

There is usually a 0.2s blend between animations to make them look seamless and not so stiff, but when switching hands this can lead to a 0.2s period of time where a musket is switching over from one hand to another, leading to noticeable flicker.

We recently changed our animations to reduce the amount the musket has to switch hands and thereby reduce potential flicker, but some bits and pieces still need attention.

For some reason, the effect is magnified by playing online vs locally. I'm not sure why this is, but it's one of my top priorities.

TLDR: it's a visual bug which I'm fixing :-)

5
We've been working hard on getting the alpha ready. I've just finished tightening up the melee system to make it really robust and smooth.

I've also fixed a host of minor bugs to give it some extra sparkle, as well as added some nice additional effects like bullet whizz for near misses and so on.

We should have an update for you soon once we're happy with the level of polish we've managed to achieve :-)

Goodie. Updates are always good to hear.

I'll try and be a bit more active on the forums to keep you all updated :)

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We've been working hard on getting the alpha ready. I've just finished tightening up the melee system to make it really robust and smooth.

I've also fixed a host of minor bugs to give it some extra sparkle, as well as added some nice additional effects like bullet whizz for near misses and so on.

We should have an update for you soon once we're happy with the level of polish we've managed to achieve :-)

7
It's looking great so far, and I like that you added a free-look, a nice little feature. I also like you added ramrods, will there be an animation that shows the character model actually pulling out the ramrod, or will it just be an empty hand, like in Mount and Blade? Just curious.

Yes, absolutely. The ramrod is actually attached to the musket at first, and then the character pulls it from the housing as part of the animation before replacing it. I need to tweak the timings a little bit: the challenge is that the animation has to be reasonably short (say, 15 seconds compared to a more "realistic" 20 seconds) but I also need to make sure the fine details are still captured, and right now I think priming the barrel is a little too quick compared to the rest of the animation which is why you probably missed the bit where he actually pulled out the ramrod.

I'll be continuing to refine the animation as I go along :)

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Suggestions / Re: MANUAL OF ARMS [In-Game]
« on: February 03, 2018, 09:03:45 pm »
Just so you all know, I'm working on animations at the moment and the video Marks just posted is my reference :)

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Really like the style! One small mistake: "Leaded By" should be "Led By" ("Leaded" means constructed using lead, the metal). Otherwise, great job :) It's awesome to see you guys getting excited by what we're doing here.

10
Development Notes / Re: Development Blog 10 - Brick by brick (Gameplay)
« on: January 18, 2018, 10:50:10 pm »
I wouldn't give less than 1111111$ for this game.

Keep up the good work :-*

Is that in decimal or binary? ;)

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Development Notes / Re: Development Blog 10 - Brick by brick (Gameplay)
« on: January 09, 2018, 09:15:21 am »
Both looks and sounds good. Got nothing to add that hasnít already been mentioned, except.

But the most important question remains.
Can you jump in this game?

Just wanted to elaborate on Marks' response. Jumping is already in the game and works just fine, but the animation looks super janky at the moment which is why it's not shown off in the video. Once we improve the animation and the way it blends into and out of the running and standing animations we will make sure we show it in the game.

Don't worry. You will be able to jump over the barricades and charge the enemy, bayonets raised :)

12
Community / Hello and Introduction
« on: January 08, 2018, 12:18:10 pm »
Hi everyone,

If you've had a chance to look at the Blog 10 post that Marks put up yesterday, he mentions that I have joined the core development team as a coder (C++ and Blueprints), working in tandem with Balgy. While Balgy focuses on the back-end networking code to get our large-scale line battles and community tools operating smoothly, I get to work on the sexy stuff: integrating our art assets into the game and implementing game mechanics. My background from a professional perspective is the technical design and implementation of data warehouses and ETL processes, so I may get involved in the database side of things as well if needed.

I officially joined the team around the beginning of December, and my initial efforts over the last 3/4 weeks have revolved around the weapon equipping and firing mechanics, getting the animations to look nice and smooth, and implementing the firing effects and sounds to give you a really nice sense of feedback when playing. Player damage and death is also in the game, but still too rough to show yet which is why it's not in the video.

Anyway, just wanted to say hi. If you have any questions then feel free to fire them my way. I intend to be active on the community forums and Steam group, so if you want to ask about anything I'm working on, Unreal Engine 4 in general or something completely unrelated then go for it!

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