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- August 15, 2014 at 1:18 AM
- in reply to: Comiket 86: 14.8 and IF II
I enjoy Kajishima’s minimalist approach to the design of the covers for the -IF- series. There’s something striking about such a simple stripe of color anchoring the text, like a ribbon holding the book together. Rumor has it the 14.8 is about Geminar, curious to see where he takes things next in -IF- 2 and if it will remain mostly as a series of images with little text.
Welcome to the forums, Marty! kiyonesmile1 Always glad to see another Universe/Movies fan, especially one who appreciates the subtle character development. Having seen the second movie now that I am much older, I’ve come to appreciate what a masterpiece in interpersonal drama it really was. Plus, it gave me plenty of screentime with my favorite gal~
Enjoy your stay, have some coffee or tea and join the table!
- August 13, 2014 at 5:27 AM
- in reply to: Happy Birthday Thread
Happy Birthday to GregTheLion! kiyonesmile1 - August 11, 2014 at 5:21 PM
- in reply to: Space Dandy
While we’re at it, can I just say how much I love the art for the JP DVD releases? This one in particular is a favorite for the Devo references, and the fact that they are embracing the Blockhead, Bonehead and Pinhead nicknames even more. http://i.imgur.com/7azLeEM.jpg" /> Also,
are already up and some fans are speculating more and more that this episode will be a giant Black Heaven type thing, or at least contain several references to it.designs and guest list for next week’s episode- August 10, 2014 at 10:05 PM
- in reply to: Space Dandy
Some interesting info from with studio BONES’ president Masahiko Minami a few days ago:an interviewQuote:…and stressed, that the Mechs were drawn analogically on cels, a process rarely used in today’s animation process, yet they also used it for Space Dandy.
He started off his section about Space Dandy with an excuse because the first episode was so “special” and asked the viewers not to be deterred by it, especially the female ones after hearing Dandy’s introductory monologue. He and Shinichiro Watanabe wanted to create a show that would be entirely different than anything that is popular at the moment. They had met up regurlarly after Bebop, through which they had become good friends, and he told the audience how hard it was to restrain their ideas in order not to alienate the viewers with their “strangeness”. But he was glad that they could go all-out with season 2 since he assumed that the viewers would be accustomed to it by then. He further noted that they actually encouraged their animators to work as freely as they want which resulted in some employees not even looking at the character sheets, leading to some heavy alterations in designs between different episodes, e.g. the length of a character’s hair.
At the end of his presentation, he emphasized that he intends to work as closely with his animators as he has up until now. He also announced that BONES will release 3 adaptations as well as one original show in 2015 as well as expressing his wish to produce a Space Dandy movie should the TV series become a success.
- August 8, 2014 at 7:37 PM
- in reply to: We asked for it, we got it: Killing Floor 2
The floodgates are opening! http://i.imgur.com/24xPoXQ.jpg" /> [BBvideo 425,350]
[/BBvideo]http://www.youtube.com/watch?v=No5dJ7OUlVM on their time with the press event.Venturebeat speaksQuote:Some gentle probing of Gibson and vice president Alan Wilson revealed that the game’s release cycle will begin with a tour on Steam’s Early Access program “when the game is ready.”
Quote:The end result looked fantastic during the demo. Munk painted the walls and ceiling of the newly-envisioned Biotics Lab (a fan favorite in Killing Floor) map with the blood and body parts of genetically-modified freaks known as Zeds. We only got to see the assault rifles and shotguns, but they looked smooth and realistic.
The blades section was the least polished of Killing Floor’s “big three.”
“Our hope was that players would be willing to play Killing Floor 2 even if there were no guns,” Munk said during the presentation.
He went on to show off the Katana weapon, but some of the animations were a bit off. Occasionally, there would be a slight delay from when the sword hit and when the body parts of the creatures were sliced off. Some of the wrong body parts were also flying off; a downward slice to the shoulder sometimes decapitated the Zed.
This was just an early-Alpha build of the game, so it is entirely possible that these small inconsistencies will get ironed out in the months leading to the release of Killing Floor 2.
http://i.imgur.com/JDGNOjh.jpg" /> Quote:Basically, Tripwire covered every part of every map in blood from the beginning. The colors that make up the floors, ceilings, etc. are all animated on top of the blood. The Zed’s gushing corpse is simply peeling back a layer of animation to expose the bloody core of the level.
“To my knowledge, this is the only game that has ever done this,” art director David Hensley said. “We wanted to do it in a way that caused no memory lag or frames-per-second issues, and we succeeded.”
Quote:One Zed was killed by a grenade, which sent him flying towards the demo’s player (controlled by Munk). The player then used the AA-12 automatic shotgun to blast the creature into five or six pieces.
“We call this Zed juggling,” Gibson said.
http://i.imgur.com/WyFYUpA.jpg" /> Quote:Tripwire hasn’t released any gameplay footage of KF2 quite yet, so you’ll have to rely on my words to describe the moment-to-moment carnage I witnessed. I saw a few waves of KF2 played live, through which it was apparent that the basic rhythm of KF isn’t fundamentally changing: you backpedal, you kite ugly enemies, and you thin the hordes of genetic freaks as efficiently as you can. What was new was the way that KF2’s fidelity stimulated new moments and decisions.
Grenades, for example, now release a few chunks of shrapnel that ricochet, and these fragments can bite into KF2’s new dynamic lights and breakable objects. A thrown grenade is still an effective band-aid for the horde of Clots coming your way, but the explosion might also kill the only light sources in a hallway or a basement. I like the idea of having to make that snap cost-benefit analysis about how a single frag grenade could make a piece of the level more dangerous by darkening it; it’s something that didn’t exist on the ancient Unreal tech of Killing Floor the first.
http://i.imgur.com/i8zUaUf.jpg" /> Quote:Most significant, though, are the changes made to melee. Tripwire only had a katana to show (and mentioned a sledgehammer), but rather than the sword operating as a one-dimensional weapon, there’s a surprising amount of nuance. Left mouse is light attack, and right mouse is heavy, but more importantly the direction you’re moving at the time you attack on WASD dictates the motion of your attack. The katana’s heavy, horizontal slash is one of the most impressive real-time animations I’ve seen in a game: I watched the sword effortlessly tear the entire upper body off a Clot, sending it across the room while the legs stood frozen in place. You can also hold block (to reduce, but not fully eliminate melee damage) or try to time a block perfectly against an oncoming melee attack to briefly stagger that enemy. Already I’m imagining a front-line melee player, who’s mastered the technique, stopping a Fleshpound (which Tripwire said will be blockable) in its tracks so his teammates can get in some easy shots.
- August 7, 2014 at 5:11 AM
- in reply to: Happy Birthday Thread
…and a double happy birthday to Kiyami and Sparkle! kiyonesmile1 Busy time of year- August 6, 2014 at 11:39 PM
- in reply to: We asked for it, we got it: Killing Floor 2
As if some kind of major showing at Gamescom next week wasn’t already obvious, (really just some variations on classic bar mixes) made for it. I wonder if Shadows got a bar-tending job out that way?a presser party from last night got themed drinkshttp://i.imgur.com/FfhXiXU.jpg" /> Seems like they’re ramping up the efforts. A community manager said info from the event should be going public within a few days, with more direct company-to-fan information following shortly after.
- August 6, 2014 at 10:44 PM
- in reply to: Happy Birthday Thread
A happy 24th to shadowmann2330! Hope it’s a good one, wherever you’re at! kiyonesmile1 - August 5, 2014 at 8:37 PM
- in reply to: Resident Evil
We’ve done it again. tuxedodouche