Why could beast run done better...
In fact, that should be our new Super Jump animation.
Agreed. Great running but the jumping still looks lame.
It has been a while since I played with binds but can we do this?
I can run with beast run but when I press down on the space bar to jump it turn on ninja run for a flip then I can release the space bar and that turns beast run on?
I can run with beast run but when I press down on the space bar to jump it turn on ninja run for a flip then I can release the space bar and that turns beast run on?
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That will switch between the 2 when you jump, the animations seem to lag though, and wont switch correctly, are at least they did when tried it with NR and CJ.
All in all I am pretty satisfied with Beast Run. But there are other areas that needed some attention, but some my need tech change.
1. Animal Fur - Why only one color? Fur and Skin are the same. Oh wait, it is not skin tone, it is another color. I know, Stripes, and other patterns are to be used for the second color.
2. /em Savage - why are we jumping around like a Primate, yet no primate package?
3. /em hiss - I was like cool finally something for my Reptile Toon, nope is cat clawing animation...
I loved all the Minotaur options, 5 nose ring options and 4 Horn Options (both include a none). 3 Beaks for Bird head was cool. I was hoping for something like a crest/comb for the bird head. But it is nice as is.
All in all though, I did like the Mammal/Avain pack can't wait for Reptile/Rodent pack.
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You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill
It would have been nice to have more ear options for the cat heads. And any options for the wolf head.
There were some major tweaks to Ninja Run jump animations after it went live... so, here's hoping...
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http://www.youtube.com/watch?v=CnPM28rNmkY
You haven't watched Zaboomafoo.
Mhm most time they still got there arms in the front, but that jumping looks silly.
...and no apes inside the booster
I wanted it more this way
http://www.stockley.co.za/gallery/lion-006L.jpg
http://lifegiftimages.com/images/pro...on_Jumping.jpg
leaping with stretching


Needed rabbit heads as well so we can make 6 foot invisible Rabbits named Harvey.
I know my brother has a Pooka character and needs a rabbit head, or at least a face to match the rabbit ears already in the game.
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OMG!! Please add these costume designs now!
@Blood Beret(2)Twitter
I am a bad speeler, use poorer grammar, and am a frequent typoist.
MA ArcID: 1197
You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill
Mhm most time they still got there arms in the front, but that jumping looks silly.
...and no apes inside the booster ![]() |
Lemurs aren't apes anyway, you can tell because they have tails.

http://www.fimfiction.net/story/36641/My-Little-Exalt
It's why we can't make lemurs in game, the closest the developers come to freezing time (aside from lag spikes) is Super Reflexes' scaling resists.
The actual running animation for Beast Run seems incomplete to me. Like it needs frames added or loops too soon.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
The actual running animation for Beast Run seems incomplete to me. Like it needs frames added or loops too soon.
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I love beast run, but man it looks bad when running backwards then jumping. You stop running face-forward, turn around and leap in the air backwards, then right yourself on the ground before running face-first again. It doesn't help that, as the OP mentioned, the body when in the jump position itself is very upright and strange, seemingly at odds with the run part of the animation.
Quite odd, and I hope it's a bug.
d
I don't agree completely about missing frames, but... yeah. Something seems imcomplete.
I love beast run, but man it looks bad when running backwards then jumping. You stop running face-forward, turn around and leap in the air backwards, then right yourself on the ground before running face-first again. It doesn't help that, as the OP mentioned, the body when in the jump position itself is very upright and strange, seemingly at odds with the run part of the animation. Quite odd, and I hope it's a bug. d |
This would help the animation have a more sense of momentum and agility. Right now it seems to glide too much. It feels like an early study of this kind of movement. Not a finished product.
At three handed version should have been explored for shields and single handed weapons. Look at footage of canine amputees to see how the bio mechanics look.
The jump is improved from its first iteration when the audio was off for some models. But it still feels weak. Not pouncy enough.
But it feels like any testing we did and feedback we offered was largely ignored. *shrug*
... because they only copied the animation of the jump from super-jump.
But show me one animal that jumps like that, throwing its arms to the side.
I like the rest but this could be improved.