Ueda

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Everything posted by Ueda

  1. I want to, but they are a lot of work.. we'll see!
  2. Hi Ninjas, As you may know, Early Access tests have been going on for about a week now. Thanks to the dedication our testers have put in to find and report the bugs in the game, the programming team has been able to make good progress in making the game as stable as possible for our Final Open Alpha test. Furthermore, I've been able to spend a lot of time creating new content with my army conscription coming to an end in less than 2 months! We've added new gear and made good progress on the Sand Village. New Gear I've created two new styles of Forehead Protectors, mainly for Leaf ninjas, as well as two new weapons. Yamato Forehead Protector & Twin Fangs Tobirama Forehead Protector & Shirokata Medical Ninja Outfit Leaf Medical Ninjas can now access the Leaf Village Hospital supplies to buy their outfits. They come in 3 pieces, a coat, a skin tight mask and a hat. If you have the Medical Mastery and have learned Mystical Palm Technique, you meet the prerequisites to access the shop through Tasuke in the Leaf Village Hospital. Credits to @ The Sand Village Me and @Fernando have been working on creating the Sand Village for awhile now. With the final Open Alpha approaching, the dawn of the first Beta will include two villages and an epic war arc between the two. We're working hard on creating a beautiful village for all the Suna fans out there! While progress is good, we are still far away from creating another village to match the Leaf Village in size. If you've been around since the beginning, you should know the Leaf Village took a month for me alone! I hope you like what you see so far with the Sand Village, see you all in the final Open Alpha tests! Regards, Rory
  3. Ueda

    Controls Guide

    People are using my control scheme completely wrong. I'm gonna have to do a video tutorial on this. Lol.
  4. Good luck, Yoshi Keep on working on it.
  5. Wasn't going for exciting, was aiming more for peaceful.
  6. Bu..but, I did everything D:
  7. So I was talking to Seth about what Nin Online's RP and PvP mixed game design philosophy is all about, and I think I explained it better than ever before, so I'm quoting myself here. RP - Roleplaying PvP - Player vs Player (normally used to describe a game with combat features)
  8. It was a spontaneous idea! I'll announce if we're making one the next time.
  9. @ You make it sound like it was a long wait, we filmed this less than 24 hours ago
  10. Dear Ninjas, I've personally been enjoying my time in Early Access, communicating with everyone again for the first time in awhile. We've made good progress ironing out bugs in the past few days, but we're still a little bit away from opening alpha to all Gold/Silver ninjas and then to the rest of the community. Me and some of the early access testers put together a short trailer to hype everyone for the upcoming releases! https://youtu.be/X8Ms8KYWVhI I'd like to thank all the actors, as well as @Afilion aka. Justin West for the music. @ @ @ @Zepulous @ @Atrox @ They had a hard time with all the costume changes I made them do, and not forgetting Gender Change and Racial Equality Scorpion (inside joke). Thank you for the continued support, please do like and share the video if you enjoyed it. Also, remember subscribe to our YouTube channel as we will be posting video updates there soon. I also hope to record more footage of the game once we release to everyone so we can take more populated shots. So stay tuned for that! Regards, Rory
  11. The difference between the beds before and now visually, is you don't get that 1 second of standing on the bed before you drop into a sleeping position like you did before. I don't think we have comparison footage though. I think DM has too many limitations to be taken seriously enough. I'm amazed when people like Chris Gayle does something like Spirit Age, it looks amazing and it works. But then you play it, and you can't help but feel like it would have been so much better if it was coded in an engine with better performance. Spirit Age is in my opinion, the furthest anyone has pushed the engine both visually and programming wise (I've seen the toolset he's developed for it, it works similarly to Nin's eventing system, and he aimed even further than Nin has with pixel based movement and combat) but the game would not run smoothly with more players. BYOND Server's netcode isn't powerful enough to sync packets between the server and 10 players with that much amount of data. In my own personal conclusion, DM is a good tool to prototype games while learning server architecturing and programming. But isn't capable of a executing a smooth final product.
  12. Seth you ass. I mentioned this in the team chat. >_>
  13. It's a Hannya Mask won't be exclusive to Anbu. I'll work on the sandstorm. No news yet.
  14. 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
  15. That wasn't in the list of things I saw but thanks. You're right, and that's designed by Raphael!
  16. They're high level mobs. Being OP has never felt so good.
  17. Thanks Crosswise, and everyone else
  18. I think the problem you're referring to is the post rendering motion blur on 3D games. This shouldn't apply to small motion blurs applied to animation effects on a small part of the 2D game screen.
  19. Thanks for the nice comments, Ryu. I would love to do this good idea.
  20. 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
  21. The crater forms where you leave because you create a crater where you blast off from that position. I will do a finish state which gives more impact. Also the animation is supposed to be a punch at the end but that hasn't been programmed in yet. It's not exactly true that the others get lazy when I'm not around. Abhi and Seth have been hard at work, and so has Raphael on art. Just Kimi and Fernando are always doing my biddings, so you don't see so much from them when I'm away