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  1.  
    PWX_Dave, the animations looks good, but needs improvements. The things that will make your animations look fluid and painful are:

    1. For big attacks like a superplex, you need an animation for the impact. I mastered this secret a long time ago with 3D Studio Max. Give both the executer and the receiver a bounce effect, 1 second after they hit the mat, up 2 inches high and back down. That will make it look very impactful, and 1 mili second before impact(for the perfect look) , shake the camera with a rumble effect.

    2.You have to make those ropes bounce on impact, dude. I remember working with different game engines, and seeing my wrestling moves flow nicely with smooth fps, but I began to become unhappy with the lack of impact with my two wrestlers when they hit the canvas, and so I spents days trying figure out the problem, with different games like VPW, FPW and others, but nothing worked. So, one day, I popped in All Star Pro Wrestling 3, and BAM, there was my answer, right in front of my eyes, gazing at this beautiful game. I then ran to my computer and applied the rope effect for move impacts in 3DSMAX, and to this day, I will never forget ASPW 3 for showing me this element that other developers have missed all along. Trust Me It Works.

    3.The best is always saved for last. The one feature, that M.Dickie, Yukes, FPW, KOC,LOW and others have missed because of lack of attention, are THE FREAKING CANVAS MOVENMENTS. PWX, please listen, because this one element will save you from re- animating moves because of the lack of impact. I stumbled upon this feature in DX Studio Engine, sampling one of my projects, and has worked like a charm. Take a look at No Mercy's CAW feature, and go to the move selections. You will see that, all of the strong grapple moves end with a canvas shake at the point of impact, giving the move a more impactful look and feel. At 1 milli second before impact, move your canvas down about 1 and a half inch below the apron, and 1 inch up for a bounce like effect. This one little tiny feature will put very huge smiles on your faces, because of the detail and the awesome impact it will achieve. Trust me on this one. It looks really good.

    There are more things that I can discuss, but I don't won't to seem like a "know it all" type of guy. I will guarentee that, those 3 small details will do wonders for your animations and impact, that other developers have looked over in the past. I will have demos of my game in several engines soon, showing off all of these effects, and more.


    P.S. I AM BRINGING A FEATURE TO MY WRESTLING GAME, THAT HAS NEVER BEEN ACHEIVED IN ANY OTHER WRESTLING GAME BEFORE. Be careful not to slam your opponent in the same area on the canvas, in my game, because something "AMAZING" just might happen.
  2.  
    What's the title of your wrestling game? Is it free or do you have to pay?
    • CommentAuthorlchr788
    • CommentTimeFeb 19th 2009
     
    Hey Burningdevil,

    I must also know about your game too please. Email me at lchr788@aol.com

    Thank You sir,
    Chris :)
    • CommentAuthorQ.I
    • CommentTimeFeb 20th 2009
     
    PWX is supposed to be a game for the fans, by the fans, and fans input into the game would be seriously considered. No doubt Dave is trying to stick by that, but judging by the "improvements" made to animations and moves, the chances of your ideas (which sounds nice btw) even becoming a priority for the PWX crew to implement is pretty much nil.
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      CommentAuthorPWX_Dave
    • CommentTimeFeb 24th 2009
     
    Nice to hear from you burningdevil! Interesting ideas but just like Q.I pointed out we've got some pretty basic things to polish up before we can have fun with more advanced ideas.

    Thanks though!