All Things Art - FX Edition


AkuTenshiiZero

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Here's something I forgot to mention before: Give us an option to disable the little orbiting shield, reticle and damage icons from buffs, debuffs and inspirations, at least client-side. I know their prupose is to signify altered stats even for buffs/debuffs that have low or no visual effect, but they just end up looking gaudy and I've never been able to use them for information anyway.

I can understand why keeping them on by default might be a balancing concern, especially for PvP, so that a player can't hide that he is being buffed or debuffed, giving us an option to turn them off on OUR end would be much appreciated. We already have "FX in PvP Only" options. Could we get a general option somewhere that says "Suppress local buff/debuff graphics?"

What are these things called, anyway?
My first guess would be … Buff Sprites Sounds like an emo band name, or maybe even a character name, LOL


~ corva ~

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Posted

What about lens flare effect with the sun and other forms of intense bright light?

Any chance of getting a new VFX for Tornado?


 

Posted

Quote:
Originally Posted by Corva_NA View Post
My first guess would be … Buff Sprites Sounds like an emo band name, or maybe even a character name, LOL
Buff Sprites. OK, let's go with that. Can we have an option to turn off the buff sprites on our end so they don't clutter an otherwise visually pristine character with information I don't want to know about anyway?

---

Also, I have another effects bug for you to do with customization:

Willpower -> Rise to the Challenge's "FX in PvP only" option doesn't suppress all effects of the power. It suppresses the continuous effects, but there is another one - when you get near an enemy and RttC first catches a target, it gives out a greenish ring of light, I suspect to signify that it's working. This should be suppressed with the FX in PvP option, but isn't, and I keep seeing it and it keeps bugging me, because it's an incredibly unappealing effect, and one that I can't actually recolour to the best of my experience.

Can we get rid of the ring of light on Rise to the Challenge that plays when an enemy comes into buff range?


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Tunnel Rat, do you only make the VFX, or can you apply them too? Can I ask you to put the Shatter Armor "shattering" effect on -Resist procs or the Placate effect on Smoke Flash, or is that someone else's department?


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by Redlynne View Post
FX ENHANCED "CIRCUITRY" COSTUME PIECES REQUEST

One of the really cool costume textures that already exists in the game is Circuitry. The only flaw with it is ... it's a static pattern. This is one costume texture that really begs for animated FX. The only problem is ... we don't have a "3rd color" option for any sort of Circuitry animation!

BUT ... we do have the Flourescent Parts of costumes that you can see on the Resistance Chest Detail, Resistance Shoulders, Resistance Gloves and on the Tucked In Resistance Pants. All of these Flourescent Parts have colors that correspond to the standard costume palette set.

So ... here's what would be really wonderful to see ...



Circuitry - Fixed

This is essentially the legacy Circuitry texture, unchanged.

Circuitry - Slow

This would be an FX Enhanced version of the legacy Circuitry texture, which would involve an "animation layer" of moving flourescent lighting following the circuit patterns of the underlying texture in a way which makes the lit particles "flow" along the circuits in a "Tron-like" fashion. The circuit patterns and the flourescent FX would both use COLOR 2 for their color assignments, but the flourescent coloring would be brighter (especially in darkness), allowing the animated lit particles to be seen easily. Any flourescent particles would move "slowly" through the circuit patterns with this option. 10 second animation cycle?

Circuitry - Moderate

Same as the slow above, but the animation speed of the particles around the circuit paths would be quicker. 6 second animation cycle.

Circuitry - Fast

Same as the slow and moderate above, but fast enough to pulse a complete cycle of animation every 3 seconds.



Combat Only and Always On versions of the above could be (relatively) easily made.

The reason why I recommend doing this as an alternative costume texture (composite), rather than as an Aura is that there are plenty of costumes which use Circuitry textures on only parts of the costume, not all of it ... and Auras are (often) an All Or Nothing deal which don't allow for the mix'n'match of costume pieces in the way that a "Circuitry Aura" would require (to do RIGHT).
Oh, hell yeah! I have 3 characters right now who could use that.


The Alt Alphabet ~ OPC: Other People's Characters ~ Terrific Screenshots of Cool ~ Superhero Fiction

 

Posted

I would like... what I call animal spirit auras.

Basically they would be something like Jean grey as the phoenix :P

I want to be enveloped by a bright shiny bird plz


 

Posted

Quote:
Originally Posted by Ideon View Post
Will Doppelganger tech for Illusion Control ever be available for Phantom Army/Phantasm, allowing an army of your current selected costume (but restrict it to two palette colours as usual)?
That would be Ah-mazing.


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The Queen's Menagerie

 

Posted

I think I've seen it before here but just in case.

I'd really love to see some sort of Data Stream aura, incorporating the graphics from the Architect Entertainment buildings. A body aura made out of this would be incredible.

I'd also like to see the same thing with a Teleport customization variation. So you disappear and reappear in a flash of the Data Stream.


My Corner of DeviantART

The Queen's Menagerie

 

Posted

Animated halo effects (color customizable):

above head
around head/face
fist halos
body halos (emotes & costume changes)


narrow and wide band; flat and with depth


Halos of atomic particles, insects, animals (tiny scale), energy, elemental energy, dark, electricity, bubbles, blades, thorns, leaves, symbols (various), etc


for movement: axis tilting, rotation, details within the halo, color gradients, reverse motion, opacity transitions, trailing (like the leaves aura)


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

 

Posted

Have a couple posts about powers coming up. I realize that power design itself falls outside the direct rubric of Tunnel Rat, but based on my own experience with creative workflows, I'm sure there is a little bit of bidirectional flow of information. I'll try and keep my suggestions to powers not yet existing that would involve a heavy commitment from the VFX department (is it just a department of 1? I hope not!).

First up is a repost of some suggestions for new incarnate judgement powers from an older thread. Something like Nanite Army would be pretty cool IMO and it is based upon some existing tech but covers an aesthetic not often used currently within CoX:

  • Orbital Canon - AoE power with targeting recticle. Uses an animation similar to either surveillance or one of the merc animations of talking into a military radio. One side of the tree is damage based as per other judgement trees. Not sure what the secondary effects should be.
  • Critical Mass - (no not bike commuters :P) PBAoE energy based judgement. Character drops into the energy morph cce pose. Same circle of white light at the core followed by a shockwave of judgement. Energy damage. Secondary effects perhaps mimic some of what is seen in radiation as this power could double for both energy and rad themed characters?
  • Divine Incantation - AoE with targeting recticle. Character's head tips back in an animation similar to the oracle in the ITF. A large runic pattern appears on the ground where targeted (or perhaps the ground pattern from the banners on the banner event?). Runic particles swirl about about the area and each affected victim. An even split of cold, fire, psi and dark damage. Someone wanna help me on what the ideal secondary effects could be or would be?
  • Utter Chaos - The psionic meets cosmic prankster judgement power. Not sure on the animation for this one, but feels like it should be PBAoE. Left side is all psionic damage. The secondary side is special as it features a wildcard system (new tech I guess)--at top tier there is a chance that any affected victim will have any of the following 2 effects applied to them: -recharge, confuse, fear, sleep, hold (petrified with fear) or stun.
  • Nanite Army - Targeted AoE. Uses a simple powder toss animation, like seeds of confusion. Then particles, similar to the bots set repair nanites squirm away from the caster towards the targets. Does a split of energy and cold damage. Potential secondary effects: -def, -dmg, -res, -recharge, slow.
  • Ideas for a might based judgement:
    • 2 Ton Hammer - PBAoE. Requires the character be grounded like footstomp. Character drops to the ground punching left right over and over WHAM!WHAM!WHAM!WHAM! triggering a massive brief earthquake. Smashing damage with chance to override resistance on the left side of the tree. (Concerned about how common high smashing and lethal resists are in late game for the next several powres). Smashing damage with the following secondaries on the right side of the tree: chances for -res, knockup, & stun.
    • Hail Mary Hurl - Targeted AoE or AoE with targeting recticle. Character pulls a random vehicle model out of their dimensional pocket (where all our rifles and battle axes are kept!) and hurls it. The bus/truck/tank explodes on impact into physics appropriate physics particles doing an even split of fire and smashing damage. Secondary effects include knockback and stun.
  • Ideas for non-tech weapons based characters:
    • Storm of Steel: Targeted cone based. Character does a dervish dance, launching a cone of shurikens, throwing knives and perhaps one or two other models just for ridiculousness sake. Left side of the tree is lethal damage, again with a chance to circumvent resists. Right side has following secondary effects: -def, chance for +toxic dmg dot, slow.
    • Whirlwind of Death: Think of this as Whirlwind++. You need to steer this one. Character draws their melee weapon (adds weapon customization if you have no blade) and then proceeds to become literally a whirlwind of death. Different pose, slightly more transparent tornado particle effects than normal whirlwind. Does massive DoT when touching baddies. Slight chance of knockup. Advancing up the tree increases how long the power lasts. Secondary effects: -def, increased chance of knockup, fear.


 

Posted

Quote:
Originally Posted by Yogi_Bare View Post
Animated halo effects (color customizable):
This reminds me... Halos!

At one point, I believe we were told that the naughty & nice halos already in game should be color customizable but are currently bugged (source). That sounds like EXACTLY the kind of problem to bring to you in this thread. Any chance of getting this bug fixed?

Thanks.

d


 

Posted

Now for the as of yet-non-existent-but-FX-work-heavy-powersets. Being very much about visceral aesthetics myself, I won't go into detail outlining power suggestions of tier 1 through 9. But I will describe in brief how the powersets could work overall to set them apart mechanically and I will list a range of customization options, each requiring an entirely new set of VFX per customization--similar to how spines sets work now. Obviously, mixing and matching of VFX options would be permitted similar to other sets already.

Whips/Chains/Lines: Despite the innuendo and giggles this suggestion always evokes from certain members of the forum peanut gallery, Demon Summoning shows that a whip set could be an aesthetically compelling option for CoX. I alter in my own opinions as to whether this set should be a control set, a dominator assault set or a melee set. Perhaps there is room to find a viable set with these weapons for each. Mechanically, the set should be heavy with stuns, knockups, and new tech reverse-knockback to grab and pull baddies past the whip wielder. It would have a shorter range than most control and assault sets but a longer range than most melee sets. Would suggest linking a suite of 3 or 4 sounds to different VFX as a chain would sound different than a bullwhip and that different from an energy whip.

VFX Aesthetic options for a whips set:

  • Bull Whip
  • Heavy Cable
  • Chain
  • Fire Whip as seen in Demon Summoning
  • Cat-o-ninetails
  • Energy Whip
  • High Tech Whip
  • Organic Tendril
  • Leafy Vine

Thrown Weapons: Blasting primary, good for blasters, defenders and corruptors. A variety of signature objects from hats to hand fans to flaming chattering skulls are lobbed, flung and tumbled through space at foes. I envision this being the ranged equivalent to dual blades, revisiting the mechanic of attack combos--though the exact mechanics involved may need to be modified considering these AT's have two powersets loaded with attacks that could interrupt combo chains. In this case though, the combos would result in a various elemental damage types being added to attacks. The animations for the attacks should be evocative of a dancing dervish. Where dual pistols is energetic and acrobatic, this would be energetic and graceful--somewhere between modern dance and very athletic balet.

VFX Aesthetic Options for Thrown Weapons (including tumble and spin descriptions):
  • Throwing Knives (tumble end over end or spiral)
  • Tomahawks (tumble)
  • Tech Hatchet (tumble)
  • Carnie Discs (spin along horizontal plane)
  • Traditional Boomerangs (spin)
  • Heavy Metal Boomerangs (spin)
  • Tech or Energy Boomerangs (spin)
  • Playing/Tarot Cards (spin along horizontal plane)
  • Dice (mix of spin, tumble and spiral)
  • Crystal Skulls (spiral or static)
  • Chattering Skulls (spiral or static)
  • Flaming Skulls (spiral or static)
  • Pumpkins (spiral or static)
  • Flaming Pumpkins (spiral or static)
  • Juggling Pins (tumble or spin)
  • All three different types of balls from the /e juggle emotes
  • Bowler Hats (spin)
  • Shuriken (spin and tumble)
  • Metallic Spheres (static--couldn't see the rotations anyways!)
  • Grenades (tumble or spiral or static)
  • Glowing and Translucent Runes (tumble, spiral, spin or static)
  • Apples (tumble, spiral, spin or static)
  • Goo Gob (spiral or static)
  • Gears (spin)
  • Springs (spiral)
  • Hand Fans (tumble or spiral)

Signature Weapons: This set would be the blaster secondary with room to easily be stretched into a dominator assault set as well. Similarly, the concept might also be able to be stretched to a defender primary/corruptor secondary. Again the same dancing dervish feel to animations. Any melee attacks would make use of a weapon customization slot opened up for the characters with this set. All ranged powers would make use of the list above. Mechanically, if this set utilized combos, I'd imagine status effects and debuffs being the result of those combos. Of course not all VFX elements from above are suitable for a striking weapon, so similar themes would need to be touched upon and made available:

Corresponding Weapons Examples:
  • Knife Similar to Throwing Knife Model
  • Tomahawks
  • Tech Hatchet
  • Carnie Disc Held in Hand
  • Boomerangs Held in Hand
  • Wands (two to five options from simple black stage wand to something more Potterish)
  • Chicken Foot
  • Dragons Claw
  • Zombie Forearm
  • Tsai
  • Wooden Quarter Staff
  • Tech Quarter Staff
  • Metallic Quarter Staff
  • Energy Quarter Staff
  • Shillelagh (with and without leaf sprout)
  • Bone
  • Walking Cane
  • Folded up Umbrella
  • Juggling Pin Held in Hand
  • Wrench
  • Scepters with a variety of symbols from various mythologies
  • Billy Club

*****

So from the extent of that list, you can see I show no mercy to Tunnel Rat. But personally would love love love a few sets that are THIS customizable in terms of VFX and character concept and flavor.


 

Posted

Quote:
Originally Posted by SilverAgeFan View Post
Whips/Chains/Lines: Despite the innuendo and giggles this suggestion always evokes from certain members of the forum peanut gallery, Demon Summoning shows that a whip set could be an aesthetically compelling option for CoX.
I'd be happy with getting the Demon Summoning Whip Attacks as non-damaging EMOTES so that every character can see how beautifully done these are ... without having to *be* a Demon Summoner.


It's the end. But the moment has been prepared for ...

 

Posted

I was thinking the other night as I was watching people idle in Pocket D waiting for a trial run to start that we've got emotes to juggle balls and magic and fire and electricity, but there's another possible one that would be easy enough to animate -- 'juggleice' -- replace the ball with the model for the snowball from the Winter Event temporary power, and have the character juggling snowballs. Set it up as part of the Magic booster, or perhaps be unlocked automatically when a character gets the Snowball temp power from the Winter Event.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Quote:
Originally Posted by Redlynne View Post
I'd be happy with getting the Demon Summoning Whip Attacks as non-damaging EMOTES so that every character can see how beautifully done these are ... without having to *be* a Demon Summoner.
Personally, I've always found the Demon Summoning whip attacks to be horribly stiff and unappealing, feeling nothing at all like a real whip and more like a Simon Belmont extendotentacle ball on a chain. This is more of an animation issue than an FX issue, but if we ever DO get a full set of whip attacks, I'd like it to look a LOT better than that.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

It's seems that, without intending to, this thread has identified a use for Origins as a category for specific customizable animations. I think it's a good idea that isn't restrictive enough to limit one's options.


"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."

 

Posted

Quote:
Originally Posted by srmalloy View Post
Set it up as part of the Magic booster, or perhaps be unlocked automatically when a character gets the Snowball temp power from the Winter Event.
Or as a new candy cane purchasable perk next year.


 

Posted

Hi Tunnel Rat,

I know it's more fun to make new stuff, but could you pleeeeeeeeeeeease re-work the dark armor/blast powers? Specifically, many of those powers use a horribly low-res, muddy pixelated sprite.

The warshade powers and the Void judgment are a much better representation of what Dark powers should look like (at least in terms of quality/fidelity).



"There's villainy ... and then there's supervillainy. The difference is performance."
-Doc_Reverend

 

Posted

Things I would love to see:

Alternate animations for Dark Melee's Siphon Life and Midnight Grasp. In particular, I would love to see some "punch-y" animations that better match Shadow Punch and Smite and Shadow Maul.

A No-FX option for Electric Armor's three primary shields (Charged Armor, Conductive Shield, Static Shield). At the very least, I would like a non-"pulsing glow" option for Static Shield.


 

Posted

Mostly aura ideas that I would like to see in game -

First idea doesn't really need a graphical representation, just simply a right and/or left eye only option for existing auras (where applicable).


Others have mentioned this sort of thing I believe, but a sort of snakelike effect - could create runic or tech motifs.


Random ideas varying from a more mystical type effect on the left. The middle features a more robust eletricity aura that would arc and bounce around, and a lava/magma like aura. On the right is an energy like effect that would swirl around the selected location.


On the left more "generic" energy effect like auras, in the middle is a runic/magic casting circle and on the right two versions of a glow that's envisioned to have this sort of undulating/lava lamp effect with the particles.


Adversity/Animosity
deviantART page

@Razorstrike
@Razorstruck

 

Posted

I have another VFX bug for you, this time with pictures and precise description:

Pic:


Affected powers: Martial Arts -> Crane Kick, Martial Arts -> Cobra Strike

Bug type: Power effect isn't greyscale and overpowers colour choice options.

Detailed description:

This bug affects the "ring" power effect that plays with Martial Arts attacks Crane Kick and Cobra Strike. This ring does not take tinting colours properly, because the ring effect is not greyscale. It's in the same raibow as the Original Invulnerability effects. The effect DOES tint, but the tinting is applied over the existing colours, so no matter what colour you give it, it always looks like a tinted rainbow.

The pic in question displays Crane Kick as used by my female Martial Artist using Bright Crane Kick, with custom colours set to white/white. The neutral colours don't tint the effect and show what it looks like base.

The rest of the affected powers' effects are working as intended. The... Starburst glow sparkles and motion lines on Martial Arts kicks tint properly and assume the proper colour. It's these two very obvious rings on these two powers that throw the entire set out of whack.

My suggestion would be to out-and-out replace this effect for customizable versions of the powers and put in a white ring that, at best, takes on both primary and secondary colours. Or, much more simply, just draw it as a single-colour white ring and tie that to secondary colour for tinting.

Please fix this

*edit*
The Dark themes of the powers appear to be affected, as well.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Having the option of powers being generated from an unattached costume/aura piece.

The piece could be an orb, sphere, cube, glyph circle, familiar, etc.


I guess that means we would need costume pieces that are unattached to the character body (at least not visibly).

[Yeeeah, a Nanite Ranged/Nanite Defensive/Buff powerset with powers emanating from Nanite clusters that orbit the player]


Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars