FlashToo

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  1. Quote:
    Originally Posted by Forbin_Project View Post
    Uhm, Kinetics is melee oriented? Every power is ranged except for Inertial Reduction which is a poor mans Super Jump buff, and Repel which pushes opponents OUT of melee range so they can't attack you in melee.
    This is true, but Fulcrum Shift, Transference, and Transfusion both hit things that are in melee with the target. Kinetics used at very close range is very, very common... much more common than Kinetics users that take Repel.
  2. Quote:
    Originally Posted by SlickRiptide View Post
    Too expensive, even for my Leperchaun villain character.

    On another note, am I the only old-timer who reads "800pp" and translates into "800 plat" in his head?
    Haven't a clue, but I can't help thinking "Well, SOMEONE has been using a GameShark."
  3. Re-post from the thread where I put it in the first place...



    dA link for big-size

    My SG leader and I both have water-themed characters, and as it happens hers is a hero and mine is a villain so I painted them.
  4. Good thread. I have a couple here:




    As you can see from the background, they've been sitting and gathering dust for a REALLY long time now.
  5. Amateurs can do it with Morrowind. Why can't our art team?
  6. I've wanted this for ages. And a Rifle Assault set to go with it, with bayonet melee attacks... did you know the Vanguard rifle has an energy bayonet, but we never get to use it because none of the player sets that can use that model have melee attacks in them? I've seen NPCs using it.
  7. I think hurling a vehicle is probably my favorite idea for a super-strength-themed Judgement.

  8. Or if the contact finder is too far out of the way, have them be introduced as normal (that is, "Be introduced to a new contact") instead of forcing you to go talk to them before you can get any more missions from whoever you're talking to at the moment - contact introductions do NOT need to be treated as missions in their own right.


    Normal introduction -

    Contact: Thanks for taking care of that mission for me. By the way, I know some people who wanted to talk to you.
    Player: *Clicks on Be Introduced To A New Contact* You're welcome. Who was it that needed help?
    Contact: Well, this guy was having problems with Trolls busting up neighborhoods in Skyway, and this other guy is on the case with what looks like Council activity over in Steel Canyon, so you should go talk to them.
    Player: Okay, I will. What else do you have for me to do, until I can get to there?
    Contact: Great, thanks. So this fortune teller was kidnapped by the Circle of Thorns...



    Annoying introduction -

    Player: *Clicks on Ask About Available Missions* Hi Contact, what's on tap today?
    Contact: David Wincott wanted to talk to you, so you should go see what's up.
    Player: All right, sounds good, I'll do that as soon as I can. In the meantime do you have anything else for me?
    Contact: NO, YOU HAVE TO GO TO THE HOLLOWS AND TALK TO HIM RIGHT NOW OR I AM NOT SPEAKING TO YOU ANYMORE.



    Yeah, let's just have all the liasons and zone-story-arc-beginning contact introductions added to the FIRST conversation type, ok?
  9. ah, ParagonWiki had a good shot of what I based mine off of... here's what I referred to:

  10. FlashToo

    Propel request.

    You're welcome

    I've always been a Gravity enthusiast as well, and because I play from the computational equivalent of a 1960s Volkswagen Beetle I have had to familiarize myself with what all the graphical settings do, so I can turn off as much as possible without making my game look too awful. Happy to help.
  11. FlashToo

    Propel request.

    I believe that the rain follows the same behavior as power animations. Particle physics is basically the control for "How realistically do you want to be able to kick objects around the screen," and because the rain is not affected by contact with players or other effects like getting caught in Singularity it ought to be fine.
  12. FlashToo

    Propel request.

    No. Particle Physics only affects solid objects that drift around the screen. All the shininess and glowing are controlled by the Shader Quality, Environment Reflections, and Water Effects settings, and the effect particles from powers like Fire and Energy Blast that are only flashy and not persistent objects on the screen are controlled by the Particle Count slider. They are not influenced by any physics engine.
  13. FlashToo

    Propel request.

    Go to the graphics and audio tab of your options and turn off particle physics. Projectiles from Propel will then break on contact and not litter the map, nor will spent shell casings from AR characters or the leaves that fall from some trees. Granted, this does prevent you from playing the "See how many leaves I can collect in my Singularity" game in Cimerora, but if you get bored enough to do that you can always turn it back on temporarily.

    Also, I love your username.
  14. Hey guys, the beta server still works
  15. I have that effect sometimes, it seems

    It is true, though. I've been in the role of copying and pasting a texture over and over and over again into several different masks and onto several different geometries... I think the word is 'mind-numbing.'
  16. The alignment system.

    My favorite character, currently, is my Grav/Kinetics controller. While he is a hero, I didn't know when I made him what side I wanted him to be on, and if I hadn't had the option to start in Praetoria and decide later whether he should be red or blue, he probably would never have been made. My second-favorite character also was made possible by the alignment system; she's a hero Fortunata.
  17. Quote:
    Originally Posted by Xenophage View Post
    yes but that would have to be done for EVERY chest option to match the texture of each
    I know. I only commented on difficulty, not tedium.
  18. Quote:
    Originally Posted by Demobot View Post
    Per Tunnel Rat:
    Awesome, that's half the battle. Can we get the old effects proliferated into the new sets too?
  19. Actually, the blend should be easy - muscle shading on the tights is a form of pretinting, the only thing that would need to be done is to add the same pretinting to the emblems, making sure it lines up with where the same shading is on the tights. Emblems are just geometry and textures the same as everything else, there's nothing special about them. Embossed/shiny effects should also be doable with simple texture work.

    Speaking from experience as a video game model/texture artist.
  20. I like the "blended" option very much - adding shading where the muscles are really helps a lot in making it look like it's really part of the tights.
  21. Quote:
    Originally Posted by Golden Girl View Post
    Well, the Dream Doctor was either at the top of the letter writer guessing list, or pretty close to it - from the moment clues were given in I12
    Then why do I remember being contradicted so much whenever I said so?
  22. Seriously. I don't think I could be happier with this. Spoilers below, if you haven't completed the new DA stuff, but I am in love with the new content. Let me count the ways...




    My main is a gravity controller (one), who is driven to heroism by a guilty conscience and the fear of death (two) and has been with the Midnight Squad for seventy years (three) - long enough that his idol, when he started this whole hero gig, was the Dream Doctor (four), who by the way I called out as the Letter Writer way back in ISSUE 19 (five, six, seven, eight, and so on). BOOM! FRIKKIN NAILED IT! HAHAHAHAHA, AND YOU ALL SAID I WAS CRAZY.

    Best feeling in the WORLD.


    Okay, I had to get that off my chest. Carry on.
  23. Quote:
    Originally Posted by Hopeling View Post
    YES.

    A trainer would be nice too, while they're at it, but I can't think of any good puns for that.

    Edit: So... would Mender Verit wear the Ouro outfit in the hideous vendor colors, or what?
    That's what I pictured, yes.
  24. And name him Mender Verit.



    Make it so, devs.