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Posts
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Joined
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Quote:Howdee friends,
I wanted to take a moment and follow up on Positrons post regarding the Circle of Thorns new look. We are very excited to introduce this modern take on an enemy group near and dear to your hearts. The Art team has worked very hard to update the look while still echoing the original theme. For example, the thorny look you see on the new pieces is based on the spiky elements in the first incarnation of Circle of Thorns. As Positron mentioned, there were some valid points made by you, our players, regarding the re-vamp and we have incorporated much of this feedback into the final look for this enemy group. More importantly though, I wanted to make sure you had a chance to see an assortment of costumes in all their glory. There are literally over 70 costumes associated with this re-vamp so we cant show all of them in one image, but we have picked out ten and put together the line-up for you below. For those of you that want to try this look on your character, some of these costume pieces will be available in the Paragon Market later this year. Here is a list of the changes we are incorporating into this enemy group in an upcoming beta build:
- Long garments have been given to all members of this group including the minions.
- Faces have been obscured across the entire group.
- Some costume colors have been tweaked and toned down to be closer to the original costumes, but with others we have taken creative liberties.
- Eye auras have been tweaked to be green on several costumes.
Not a big fan. Colors look good but it all just looks too pointy. I wish it was toned down more... -
Read "City of Heroes: Web of Arachnos" since it deals with the phalanx when it first started and even Brass Monday.
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I went ahead and just had to take the screen shots the old way with the print screen button and many tries.
Thank you for the help sparks. You need to make those origin stories already. I really want to know the origin of all your guys, especially sparky. :P -
Cool. I did that but when its time to take the pic, the ground isn't smashed...
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I am trying to have a character getting up off the ground. The ground under has been smashed like that one super strength power where you kick/punch the ground.
I can't seem to get the effect to be there without the power. I tried putting a puddle there to do the mov but it didnt work.
Any idea how I can make it work? -
that shouldnt be. I went to the windows themselves and ripped the coordinates from a characters standing on the window ledge...
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What I'm trying to do is have the flames out of the building, engulfing Sin Stalker, to the point where you only really see an outline of his figure.
In the comic its not really Sin standing there in the fire. Shade Angel only thinks its Sin until he gets closer and the figure floats forward to make the BIG REVEAL. -
http://www.justiceknights.net/comic/...DITED3.cohdemo
Still no fire... What else am I doing wrong here? -
Tried to do it but its still not displaying... I'll upload the new file and repost asap.
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Quote:oh, lol. Cool thank you.Yes. You need to assign it a health value. Add the following lines for each fire, replacing XXX with the relevant object number:
0 XXX HP 150.00
0 XXX HPMAX 150.00
This is because fire is a destructible object.
For flames at half-level, drop the HP (NOT the HPMAX) down to 75 or less.
Michelle
aka
Samuraiko/Dark_Respite -
Can someone please tell me why the fire isn't showing up?
http://justiceknights.net/comic/i8p2f4bEDITED2.cohdemo -
"As an average hard working citizen of paragon city, I believe the Trust is the best man for the job. I like his ads and his work over the years. I think he can be trusted and proven he is trustworthy. He would be fair and balance and to the letter of the law and the constitution, not to mention cracking down on corruption and irresponsible heroes who are more like vigilantes! Go trust, you have my vote!
In Vance we Trust." This ad paid for by Edward Vance for District Attorney and associates.
( RPed as an ad. Plus having a d bag like him would make it interesting (: ) -
Quote:If you want the mercs on the ground, hit the Codex for the 4 or 5 DEADGUARD MOVs. Try those.
Michelle
aka
Samuraiko/Dark_Respite
Thank you. Testing out those MOVs moved the figures enough so that they werent ontop of each other. so in the end I didn't need to move them. -
Cool. That should help witht he MOV. But I am still having trouble with the POS of them. The entire map keeps disappearing, no baase and they are just hovering in mid air...
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I've done that. Still nothing. I see stuff about ragdolll but I have now clue lol. But the main thing I was neding help with is repositioning the mercs. So far I can change mov so I am still looking trying to find good ones.
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Working on the seventh issue of my comic. I have 100% of it done cept for one... one and only one shot. I am having trouble editing it because its in a base and using the main editor I use, it gets wanky in bases... So I am hoping for some help here.
I am trying to have it so that all of these guys are knocked out around Stalkling, all except for the General who is standing back in fear. I am having trouble repositioning them. I was also trying to figure out how to have some of them on their back but I can't seem to find any MOV for that.
http://www.justiceknights.net/comic/...DITED1.cohdemo
If you want to know what happens before this, they had Stalkling on his knees and about to shoot him. He was able to "rez" himself off of the mercs, so there energy was sucked out while they screamed bloody murder. This is the shot of them after that. Stalkling will rising up and the others are on the ground around him... cept for the General who is in fear a few steps back.
I'd greatly appreciate any help on this.
Thank you.
-Sin -
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Hm. I may try and just change the dialogue then.
As for the new members, that is more about issue 2 and setting up the base. If you read issue 2 you'll see its happening at the same time as issue 1. The reasoning is for why not 100% of everyone was in the fight.
I may reorder around the fight scenes some but I was very limited with my demo knowledge so 100% of that issue was real live screen shots. So I may go back and edit cooler flowing shots in.
I realized after doing issue one that I need a more limited cast so after my current story arc ill be making the cast much smaller. -
Quote:My plan since it takes me a very long time to make these is to keep all the images and delete some scenes. I was going to delete or at least minimize the scene with dark and sin where sin is spying on his own members and shorten he beginning. I might also make it more linair.That's why I say it needs to be excellent in order to be used correctly.
BTW, I read the 1st issue of Justice-Knights and you're right that it needs a rewrite. You could lose a fourth or even a third of the pages without much trouble just by looking for more efficiency in the story and dropping the in-game references. There's no need for the SG to be "popular" to have experienced a sneak attack by someone who hates them. Compared to the excellence of the Stalktress second issue, the action is really muddied and hard to follow, plus the shots are really dark.
Or leave it as-is, as evidence of how much your writing has improved.
I was planning on having the reference to them becoming more popular because I wanted them to really not be. I feel that there are so many heroes and SGs in Paragon that they all don't make the headlines, they don't all have Statesmans or Positrons number and they aren't a forefront group like so many fan stories are.
But now that you mention that, perhaps by saying this I end up doing the opposite. What do you think? -
Quote:I very much agree with this too cept for one exception. Superman/Batman series will have great internal dialogue like in public enemies. It dealt shows how similiar bats and sups isand yet how their perspectives alters on he same thing. I am trying something similiar with my Stalktress mini series.One of the biggest changes -- which Bendis recently brought back in one of the umpteen-dozen Avengers books -- was the elimination of thought balloons. I never realized just how much I hated them until they weren't there any more. In some spots they were fine, but most of the time, ugh. Very much like narration in films: don't do it unless you're going to rock it.
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Quote:I love Bendis especially his spider-man stuff. In my opinion he is he best spidey writer ever!!!!!!!!Bendis does wordy pages quite well, but then he's the Tarantino of comics, so he can get away with it. As long as it moves either the plot or character forward without much repetition, then I say go for it. I'll have to see if I can find a good example of how he does it.
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Quote:I meant he Justice-Knigts comic which are full lengh.My critique of Issue 1 is -- and please bear in mind that I'm the person people love to identify as "The Guy Who Hates Everything" -- that it's fine.
The dialogue is fine. I don't think you have too much at all. It is, in fact, nice and spare. She repeats herself, but that's exactly what people do when wrestling with those kinds of things. However, what I would add is an extra page of him convincing her, so her acceptance of his point is less abrupt. You might even want to put in a few frames here and there which hint at what she went through, using her POV. (Which is hard to do with screenshots, but you can pull it off.) But you need a starting point, and that's a good one. Issue two is different stylistically and it kicks into gear with excellent pacing and really great framing while keeping the theme. But I like how you've ramped up the action and increased the dialogue (inner and outer) at the same time. I think the only reason Issue 1 feels dialogue-heavy to you is because there's no action. But action isn't necessary to be compelling. (Go see The Social Network as an excellent example of that.)
One minor thing I might change about Issue 1 is to make it a bit similar to Issue 2's dialogue by giving Stalktress the word "revenge' when he says "justice." "It's for justice." ["Or revenge."] "Stop them from doing it again." ["Stop you from doing it again."] That sets up the conflict but gives a hint that she plans to turn on him at some point. I mean, you could go back and make it mostly visual, but I don't think it would be a tremendous improvement.
Anyway, just an idea, keep up the good work. -
All true and I agree but if you skim over my work, mainly the Justice-Knights comic, http://www.justiceknights.net/comic/jkcomics.html
I keep looking over my work. I think issue 1 is too long and all the dialogue I put in there with several scenes was me setting up plot points throughout the series. I think now that it is too long and too much unneeded dialogue for a first issue. I plan on going back and taking out the unneeded stuff for that issue to make it more enjoyable as a first issue.
But looking back, I think my best work has been issue 2 and issue 5. Those have action and dialogue and it all carries itself with a great pace. I very much recommend reading at least issue 2.
But still, if you skim my work, I feel there is too much dialogue... but that could just be because I am comparing them to issue 2 and 5... -
I asked this to a few other comic makers but I figured id ask comic readers this too.
For reference and if you haven't read my work its at www.jkcomics.com.
How do you know if you have too much dialogue in an issue?
Both my last issue and now this one seem to be very dialogue heavy. I feel that was the main problem in my issue 1 comic. Which i am going to redo later after I am done with this storyline called Obey.
But I was going over last issue and this one and its very hard to get rid of any dialogue. It all fits and is needed for both character and plot development. But it makes the comic less fun in some ways to me since its a heavier read...
Any thoughts on this topic? Should I sacrifice character development or what? Its rather frustrating...
I appreciate any feedback on this. Thank you.
-Sin