zenkai knight mock design

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zenkai knight mock design

Post by 00f on Tue Jan 26, 2016 3:12 am

any of these catch your eye? nothing is finished those are just ideas... tell me if you have ideas i can trow in the mix and maybe make a final blueprint... you want a backpack? wings?

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Re: zenkai knight mock design

Post by InfinitasImpetum on Tue Jan 26, 2016 8:47 am

i feel wings for first mech is a no. lets start simple.

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Re: zenkai knight mock design

Post by 00f on Tue Jan 26, 2016 9:17 am

you like the first mech deisgn amror kinda type? i can work from there and polish it

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Re: zenkai knight mock design

Post by InfinitasImpetum on Tue Jan 26, 2016 10:01 am

00f wrote:you like the first mech deisgn amror kinda type? i can work from there and polish it

go with what you like. not going to be picky.

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Re: zenkai knight mock design

Post by 00f on Tue Jan 26, 2016 10:34 am

InfinitasImpetum wrote:
00f wrote:you like the first mech deisgn amror kinda type? i can work from there and polish it

go with what you like. not going to be picky.
you should, it's YOUR game, you tell me, if you have preferences as to what mech u imagined, now's the time

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Re: zenkai knight mock design

Post by InfinitasImpetum on Tue Jan 26, 2016 10:55 am

all i care about is something that can attract attention of windom modders and mecha fans. i do have mech i can use but the legs need adjusting.

http://prntscr.com/9v5czs
it looks like shit. XD

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Re: zenkai knight mock design

Post by InfinitasImpetum on Tue Jan 26, 2016 3:08 pm

https://sites.google.com/site/zenkaiknights/controls2-1

updated control page.

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Re: zenkai knight mock design

Post by 00f on Fri Jan 29, 2016 3:52 pm

...sorry im super busy drawing for reverblast, see if you can do something with this:

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Re: zenkai knight mock design

Post by InfinitasImpetum on Fri Jan 29, 2016 7:01 pm

i have a mecha i can test with. its not that great but should do.

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Re: zenkai knight mock design

Post by InfinitasImpetum on Sat Jan 30, 2016 5:30 pm

considering ditching 0g part for the game. instead i improve on windom and gvg movement flaws.

from what i seen windom nor gvg really only focused on ground being for combat. not much air.

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Re: zenkai knight mock design

Post by Guest on Sun Jan 31, 2016 6:07 am

The Windom XP focuses on air combat, especially to attack from above to downward. There is only three mech which can attack upward, while every mech can fire downward in a very high degree. Standing on the ground make you easy target to almost every single weapon when it fired from above. The mechs capable of flight for around 5 sec, some for less, most of them for more time. It also can be increased with items. With right timing and weapon use, you can be in air for a half minute or more.

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Re: zenkai knight mock design

Post by InfinitasImpetum on Sun Jan 31, 2016 9:15 am

windoms, combat is not to far up from the ground. air combat.  you don't fight much in high altitudes.

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Re: zenkai knight mock design

Post by Guest on Sun Jan 31, 2016 10:40 am

A mech's targeting range is about 800 m, and most of the high boost capacity units require at least 500 m or more to effectively use the long ranged homing weapons. Most of the time they will fire from above, so it is enough high for me. :D

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Re: zenkai knight mock design

Post by InfinitasImpetum on Mon Feb 01, 2016 1:16 pm

references never animate or model without them. unless you know what your doing.

anyway, i need mech with animations.  I switched the code to operate kind of like windom sv has it. constant running scripts are triggered by the animation at start. while controls are constantly being inputed into animator telling whether it should change animation or not.

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