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Showing content with the highest reputation on 04/25/2015 in all areas

  1. Hi Ninjas, I'm finally doing something interesting today, so I decided to talk about it in a development log. I'm been studying a lot of game animations, but mainly that of MapleStory, and trying to incorporate the fluidity of their animation style into Nin Online. As for now, After some practice, I've created a style I personally like and think fits Nin Online well. I've used it for the animations below.. Level Up Animation This is how I designed it in Photoshop. This is how it is programmed in-game This animation will play on your character each time you level up. I'm not completely satisfied with it as of yet, so consider it a WIP. I believe it should be a hell lot grander. Critical / Dodge / Miss Animations These I like a lot. I believe good animations will really add on to the whole battle experience in Nin Online. The critical animation is intentionally a little Ragnarok Online inspired This is a little preview of the art seen in this development log, working together in-game. The principles I've incorporated into these animations, which hasn't been widely incorporated into previous animations are.. Breaking away from being overly traditional and only using Pixel line art and shading. Motion Blurs to create more intense effects with less frames. For certain elements, I try to use good timed scaling to create an effect of Squishyness For other elements, I tried to create an effect of Elasticity with well timed easing. Still maintaining the love I give all my animations, and still working on them as frame-by-frame animations. I hope you guys like this. Feel free to give your feedback. Also, if there are any web developers interested in coding our new homepage, please PM me! Regards, Rory
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  2. Hi Ninjas, Back again for another art development log. I have interesting news.. the focus of the art development has been shifted from Jutsus to the second village, the Hidden Village of Sand! I already teased you all a few days back with the new forum banner, but here's a proper development log of the art working in-game. Even more good news, my conscription in the military will be ending in a little over 4 months, that will mean a lot more time to work on Nin Online and more time to dedicate to the community, like I did in the past. Animated grass Before going into the Sand village, I decided to make the greenery in the game a little more lively. Look closely! Sand Flak Jacket & Headband These are the basic gear seen worn by most ninjas in the sand village. I'll be adding more customized looks for these in the near future. For example, a variation of the headband which has the cloth covering one eye. The flak jacket looks a little bit different on the female. It's more light weight and has chest space. The Southern Gates of the Sand Village Watch as my Sand Ninja enters the "gates" of Sand. World Map I'm looking to hear your opinions on the current design for the world map I'm working on. If it's not pleasing for you guys, I'll consider outsourcing drawing a more detailed map to an illustrator. I hope you guys like this. Feel free to give your feedback and harsh criticism. Also, once again, if there are any web developers interested in coding our new homepage, please PM me! Regards, Rory
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  3. We've added in map cache into the client to reduce FPS lag, it is still being worked on. There also has been many optimizations, we will be adding a cluster server technology to utilize multiple servers to share resources.
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  4. The alpha was postponed, we are going to shift to an open Early Access model where people who have Early Access can play as we develop it. Once we launch Open Alpha 3, the game will be available to all. We are hoping to get the game completed enough for Early Access soon. There will be an announcement on the site when we launch the new model, and then we will enable people to buy Gold Member again. Earning Early Access can be done really easily, until we shift to beta then it will not be. When we shift to beta, Early Access will be a rank for selected testers instead of people who are early testers. Twitter login. Fullscreen. Misc. systems and bug fixes. These are our three major changes we need to be done before we release it early. Content is not complete, we will not have quests or anything like that in alpha. We are going to focus instead on replay value such as events, PvP, and arena (dueling). We had basic quests and dialogue for testing, but none of that was real content we were going to keep. The characters we had will be released in beta, but the dialogues were all placeholder. There are many more systems we need done before Open Alpha 3. Server selection. Server cluster. Queues. Why exactly are we putting so much effort into this alpha? It is the last one we are doing with this engine, and we need to make it count to raise awareness for the game. We need to move to a more suitable engine, which this alpha will last quite awhile and will be developed like a released game. We were not ready last alpha to move since @Rory left, now we can continue to release updates as the alpha is open. We are going to heavily advertise this alpha, this is why the Open Alpha 3 will have so much server focus. There will be support for thousands of players. The more people that play and support the game, the more updates it will get since we will funnel the funding into the game's content.
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