Why could beast run done better...


bjooks

 

Posted

... 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.


 

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In fact, that should be our new Super Jump animation.


 

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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?


 

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Quote:
Originally Posted by Pyrox Saberdon View Post
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?
/bind Space "+up$$powexecname Beast Run$$powexecname Ninja Run"

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.


 

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Quote:
Originally Posted by Shadow State View Post
/bind Space "+up$$powexecname Beast Run$$powexecname Ninja Run"

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.
Generally,if you're in the midst of one animation, it won't switch to the other; If I start running without Ninja Run active and then turn Ninja Run on, it won't switch to the Ninja Run animation until the character returns to the idle animation for a moment or jumps (but not always for a jump).


 

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Quote:
Originally Posted by Master0fCeremony View Post
... 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.
Actually, it's not exactly the same animation from Super-jump. Yes, it's similar, but there are noticeable differences.


 

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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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Posted

It would have been nice to have more ear options for the cat heads. And any options for the wolf head.


 

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Quote:
Originally Posted by Jophiel View Post


In fact, that should be our new Super Jump animation.
I hoped on this one
The spider monkey is moving with its body to the side so technically he got one arm in the front and one in the back. U have to see it to the direction of movement.


 

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Quote:
Originally Posted by Zombie Man View Post
There were some major tweaks to Ninja Run jump animations after it went live... so, here's hoping...
Would be nice but this was because of the bug with db and dp if remember correctly.


 

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Quote:
Originally Posted by Master0fCeremony View Post
...and no apes inside the booster
No cat headed, dog headed, bovine headed or eagle headed creatures with otherwise human skeletal structures in real life. Find me a mountain lion holding an axe and shield and we'll talk. Until then, assume that such mythical creatures jump with their arms out.


 

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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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Quote:
Originally Posted by UberRod View Post
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.
I made "A Noid" on Guardian. He is like lvl 10, not sure I'll keep him as a Plant/Thorns dom or not.


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You have enemies? Good. That means you've stood up for something, sometime in your life. Winston Churchill

 

Posted

Quote:
Originally Posted by Master0fCeremony View Post
Mhm most time they still got there arms in the front, but that jumping looks silly.
...and no apes inside the booster
You said "Show me one animal that jumps like that," and I have done that. Now you're changing the target.

Lemurs aren't apes anyway, you can tell because they have tails.


 

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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.


 

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The actual running animation for Beast Run seems incomplete to me. Like it needs frames added or loops too soon.


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Quote:
Originally Posted by MajorDecoy View Post
It would have been nice to have more ear options for the cat heads. And any options for the wolf head.
*sighs* This....


 

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Quote:
Originally Posted by MajorDecoy View Post
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.
Don't hate on Lord Malagasy!


 

Posted

Quote:
Originally Posted by Tenzhi View Post
The actual running animation for Beast Run seems incomplete to me. Like it needs frames added or loops too soon.
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


 

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Quote:
Originally Posted by bjooks View Post
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
In the official feedback, I repeatedly suggested some alterations to the turn around for the animation. When many animals run on all fours, they are not so quick to turn their backs either due to defensiveness or momentum. There is sort of a four step scampering motion backwards on the paws THEN the turn around. I suggested that this be added to the animation for reversing to backwards runs.

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*


 

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In fact, beast run reminds me of the apes run in Tim Burton's Planet of the apes, and the jump fits well with that.
The only problem is we didn't get any ape heads/hands/feet/furs