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Some cool 1.5 exclusive screenshots (**As seen on TV!**)
Can you shot off their limbs or do they stay intact?
Arms fall off under specific conditions:
Everything else still doesn't and probably won't in the coliseum. Zombies are programmed for speedy completion (i.e. no chest dismembering to force you finish them off on the floor).
Arms fall off under specific conditions: IMAGE
Everything else still doesn't and probably won't in the coliseum. Zombies are programmed for speedy completion (i.e. no chest dismembering to force you finish them off on the floor).
It plays too much like Resident Evil 1.
J/K
How is Behind the Mask going? Any progress on that?
I'll answer that since you haven't read his fb page or twitter, its on hiatus while he helps IGAS with 1.5, they are considering making the backgrounds more like the PS1 titles to make it easier to complete the game
The mini map is definitively a big help I was kinda forced adding in order to let the player actually figure out where fast enemies are respawns are. This is how the whole thing works live:
It's still lacking Cerberi, more refined zombies and baboons, but it should give a decent idea of how the coliseum works. Golden Tyrant is a knife challenge only enemy, btw.
I love the new skin/textures of the prime ape enemies. It looks so much better compared to the classic vanilla ones. I couldn't understand why the came to the previous utilization, the former one looked like goofy on steroids.
The mini map is definitively a big help I was kinda forced adding in order to let the player actually figure out where fast enemies are respawns are. This is how the whole thing works live:
It's still lacking Cerberi, more refined zombies and baboons, but it should give a decent idea of how the coliseum works. Golden Tyrant is a knife challenge only enemy, btw.
It looks nice btw will you change players movement animations to look like they did in 1.5 I noticed its RE 2 animations
will you change players movement animations to look like they did in 1.5 I noticed its RE 2 animations
It's mixed with both types, RE2 walk/run animations are implemented because they look better and already come with baked speed values. For the moment I won't be restoring the 1.5 animations that have been replaced, the thing may change with the Arrange vs Original mode.
I used the vanilla assets entirely there, they aren't changed in the slightest.
It's mixed with both types, RE2 walk/run animations are implemented because they look better and already come with baked speed values. For the moment I won't be restoring the 1.5 animations that have been replaced, the thing may change with the Arrange vs Original mode.
The option to chose the animations within the modes sounds great hope you do that
It's in my TODO list. Original gets vanilla 1.5 motions and code flow, more or less, while Arrange enables extra stuff like limping and makes players move similarly to RE2. Some other changes may be added to Arrange as the implementation proceeds.
I used the vanilla assets entirely there, they aren't changed in the slightest.
I'm not sure which version I played last time, but surely the models didn't look as good as those. Are any plans for any changes? I love what you and rusty did to the other enemies, perhaps prime apes could revised as well?
The mini map is definitively a big help I was kinda forced adding in order to let the player actually figure out where fast enemies are respawns are. This is how the whole thing works live:
It's still lacking Cerberi, more refined zombies and baboons, but it should give a decent idea of how the coliseum works. Golden Tyrant is a knife challenge only enemy, btw.
Haha, LOL @ the BGM. Makes the whole thing feel like some cheesy anime. :p Tell me, is that song copyrighted? Anything stopping you from just leaving it in?
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