zenkai knight mock design
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zenkai knight mock design
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?
00f- (90%)-Lv4
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Join date : 2014-11-06
Currently : Japan
Re: zenkai knight mock design
i feel wings for first mech is a no. lets start simple.
InfinitasImpetum- (0%)-Lv8
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Re: zenkai knight mock design
you like the first mech deisgn amror kinda type? i can work from there and polish it
00f- (90%)-Lv4
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Join date : 2014-11-06
Currently : Japan
Re: zenkai knight mock design
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.
InfinitasImpetum- (0%)-Lv8
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Re: zenkai knight mock design
you should, it's YOUR game, you tell me, if you have preferences as to what mech u imagined, now's the timeInfinitasImpetum 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.
00f- (90%)-Lv4
- Posts : 505
Join date : 2014-11-06
Currently : Japan
Re: zenkai knight mock design
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
http://prntscr.com/9v5czs
it looks like shit. XD
InfinitasImpetum- (0%)-Lv8
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Re: zenkai knight mock design
https://sites.google.com/site/zenkaiknights/controls2-1
updated control page.
updated control page.
InfinitasImpetum- (0%)-Lv8
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Re: zenkai knight mock design
...sorry im super busy drawing for reverblast, see if you can do something with this:
00f- (90%)-Lv4
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Join date : 2014-11-06
Currently : Japan
Re: zenkai knight mock design
i have a mecha i can test with. its not that great but should do.
InfinitasImpetum- (0%)-Lv8
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Re: zenkai knight mock design
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.
from what i seen windom nor gvg really only focused on ground being for combat. not much air.
InfinitasImpetum- (0%)-Lv8
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Re: zenkai knight mock design
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.
Guest- Guest
Re: zenkai knight mock design
windoms, combat is not to far up from the ground. air combat. you don't fight much in high altitudes.
InfinitasImpetum- (0%)-Lv8
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Re: zenkai knight mock design
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
Guest- Guest
Re: zenkai knight mock design
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.
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.
InfinitasImpetum- (0%)-Lv8
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Join date : 2012-05-30
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