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We have released Shinobi Life Online Pre-Alpha Version 1.1.0.0! This update features Earth Release: Earth Dome Jutsu, Aiming Mode and more! Try it out and tell us what you think.

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Messages - EternalEyes

Pages: [1] 2 3 ... 8
1
Lol just came back to see how the forum is after all these years. Im pretty sure i was the 3rd dev after Saitou? I remember winning a tournament to be the concept artist when i was 13/14 lol. Saitou is right, this game will never get made under big V, I'm honestly so surprised there are still people thinking he'll come back to it. Consider that I saw the game progress to the point it is now in terms of gameplay and graphics in the first year i was on board. Even when Vreg had about 7-10 active devs working entirely for FREE, as well as pretty consistant donations including a 2k donation, Vreg added almost nothing additional coding wise, claiming plugins from the unity store as his contributions. I mean we had guys like Matt Alecs working like 40 hour weeks on a game he was getting nothing back from, pretty much all of his work was never integrated (including the village). Meanwhile Vreg refused to accept any of the applicants for coding roles because they 'didnt meet his standard' but decided to spend the donations on buying himself a Laptop instead of hiring a coder to help add some functionality. You probably are wondering why I didnt leave earlier, but this game was something I desperately wanted to happen, i mean i was pumping out concept art and doing fucking fortnightly dev updates like an idiot for fuck sake lol. I was a dumb idealistic teenager as well i guess. I mean to be honest we did have the personel and community to achieve it if Vreg had put in the same amount of work his devs were, the problem was after that first year he just didnt give a shit, and yeah, it turned into something he could turn into a side income stream as long as he kept spinning the message of 'update soon',  and if it worked out he could claim responsiblity and bragging rights for it.

Eh tbh it didnt turn out too bad for me personally, I improved my skills loads and have got jobs from the work ive done on this project, but I feel sorry for certain devs who put CRAZY hours into this project (MATT) and didnt have anything to show for it, as well as the donators who basically gave vreg some extra pocket money. If you havent already GIVE UP AND LEAVE THIS PROJECT it will never happen, and its really not worth the time praying Vregs gonna miraculously have a change heart and quit the job that apparently bought him a mansion and a porsche to work on an anime fan project. If Vreg reads this and decides to prove me wrong, youre welcome.

Peace

2
General Discussion / Re: #SLO Interviews - First edition
« on: May 09, 2017, 18:24:16 »
I agree tho with the anonymous interviewee, it seems like they probably WOULD have more if even only 15 mins a day was spent working on the game. Fifteen minutes a day for two years, one of which being a leap year, that's 731 days. That's 10,965 minutes of time spent on the game, which SHOULD be enough time to get a little more done than we have already, and if ALL the devs did that, then it would be 10,965 minutes per dev, which means we could have had a LOT more finished. Just saying.
Although you are right that development has dropped off a bit in general, for me, and a lot of the members (who are still in education) this is largely due to it really being crunch time in terms of exams. This has a knock on effect - as when members see less work being done they in turn have less motivation to get work done themselves, and thus little gets completed as a whole. There are also other members, who have personal or work related issues, for instance our new UI developer got a kidney stone and was thus unable to complete the initial new UI mockup that was set for him, which was also meant to be the visual benchmark for the next stage of the website design. Vreg is the main component in this obviously as project lead, and with him really underestimating how much his job would take out of him in weekdays, he currently only has the weekend available for development. This is something Vreg freely realizes and acknowledges and is something we are discussing in how he is going to have to free up more time. Obviously the general pace of development is unacceptable right now considering the array of talent we have in the team currently thanks to Saitou.

However, to get to your comment about 15 minutes per day, if you have any experience with any type of development or work in general, it simply is pointless to work that amount of time, you will have barely sat down to work by the time your 'development period' is over. To get any real work done you have to sit down for a few hours at a time, and naturally that is not something most of us can do consistently at the moment, as it will have negative impacts on our other work. We will have to wait to see how this changes over the coming months. Personally, once ive finished my exams after June, i have the next year totally free to work on concepts for the game, and im sure lots of the members will have similar situations in being more free after exams.

Until then, EE signing out.

3
This looks amazing guys, keep it up :D

Great work! Specially like the aesthetics of the village, looks quite cheerful and alive even without players.

Yet it looks rather small. I understand you need to save on graphical resources but I actually wouldn't mind having sort of a loading screen on the village gates or its vicinities if you're considering implementing Conan-like warfare. I find it hard to call it a village with police department, marketplace, hospital, etc and then "only" a dozen houses. I mean the school alone seems to take as much room as the rest of the habitable village. Imagine that with only 100 players, it's already look kinda crowded. I lose my immersion on a game quite quickly when I see something like this. It's one of my few complains about skyrim, the cities are supposed to be big and bold but you can literally jog from dragonsreach to the gates in less than 30sec.

I actually get where you are coming from tbh I also thought the village was kinda small but I never said anything about it cuz I thought the devs wouldn't add anything else as they had already planned how the village was going to look. I do believe they are implementing a system where you can add more things to the village. So maybe there is a way to fix that.

Yes the village will be expanded, most likely with your help by using the community building creator tool Daniel has been developing with Vreg. This is just the first iteration. And trust me it will be a strain on some of your PC's at this stage whilst we optimize so going smaller is a better idea rn. As for that art piece @Manuster  I can assure you that is mine lol, but I didnt really post it anywhere apart from here so I doubt it was on another channel, maybe just a similar looking image idk

4
Congratulations to @Whatasnipe, @Malix, and @Snoopy  - you have made it to the next round of the Social Media Manager application contest. You will be contacted shortly on the details of the next round :) To the applicants who didnt make it, we may do similar contests like these in the future when its needed, so until then, keep practicing and improving!

5
Oh wow, the dankness. Just became my primary reference for the new CA  :o

6

•  Optional - Writing lore/backstory for SLO (locations, characters, mythos etc) – however this is NOT a requirement for this role if you would prefer not to



Would it be possible to apply for the role of Lore Writer?

I would have applied as the Social Media Manager but I have 0 experience on Photoshop and no desire to learn.

We currently don't have any real need for a specific lore writer, a lore writer will only really be required post 1.2.0 and Kickstarter. The most we 'need' right now are small descriptions on each village and their relationship to the other villages, and although I wouldn't be against someone developing the lore of the game further, there are far better uses of said persons’ time and English skills on things like the dev blog and management of our social media- hence why I opened this position rather than a lore writers position. And although I am sure in the future, when it is needed, we will open up such a position to members of the community, I am immediately put off by your attitude. The lack of the skill is not what I have a problem with, that can be learnt, it is the fact that you have ‘no desire to learn’ whatsoever – those kind of ideals are simply not suited to an indie dev team the size of ours, or any ‘team’ really. Every dev on this team has had to learn different skills and take on different roles then they would ideally like to, for the good of the team and the project. I had no particular ‘desire’ to even start the dev blogs in the first place but I thought it would be beneficial both for us to get our work quality out there to draw in new supporters and team members and for the community to get a further insight into our developments, so I did it. In the same way if you watched a 15-minute tutorial on the basic aspects of Photoshop alongside guidance from me you could have a very positive impact for the game and would still have the chance to work on the games lore. That being said, and to reiterate, we will not be opening a ‘lore writer only’ position, if you want to be on this team, you will have to work for it, and perhaps not do exactly what you want to do at all times, but instead learn and evolve knowing that everything you do both will benefit the project and your own skillset.

Thanks and keep applying people, still got some time before i start selecting people to move onto the next stage :)

7
As you guys may have noticed the 'fortnightly' dev blogs gradually become less and less frequent until the point where they are not even happening anymore. This is not due to a lack of development - on the contrary, we have completed a huge amount of work for the game since the last dev blog, but the problem is I simply don’t have enough time or energy to go back through the chat collecting development images, going into Photoshop to compile and present them nicely, writing the article describing the respective developments – alongside the school and SLO work which I cannot complete whilst I’m doing this. As a result, we have decided to open up a new position within the team, a social media manager.

The responsibilities for this role will include:

•  Compiling all the work put in the SLO Dev chat so all developments are shown in the dev blog
•  Writing the dev blog
•  Presenting the all the development images nicely using Photoshop
•  Interacting with individual team members so you can describe their developments coherently and accurately
•  Being very active on our forums and social media
•  Posting any completed developments to our Facebook
•  Answering questions given to us on our Facebook quickly and correctly
•  Being active/providing feedback for any WIP developments displayed on our Dev chat
•  Optional - Writing lore/backstory for SLO (locations, characters, mythos etc) – however this is NOT a requirement for this role if you would prefer not to

The requirements of this role include:

•  Being fluent in English
•  Being able to write in English to a high standard – check previous dev blogs for expected level
•  Decent Photoshop skills are preferred
•  Having the ability to communicate/interact with the team and community well
•  Being very knowledgeable about SLO so you can properly respond to any queries raised

The benefits of this role include:

•  Getting an exclusive, up to date look at all the new developments the members SLO team are undertaking
•  Having the ability to weigh in on key gameplay and design discussions we have in the chat to truly have an effect on the future of SLO
•  Provided the SLO Kickstarter is successful, continued work will be provided to current SLO team members with a paid industry standard salary
•  This work will be carried out in an office established for the company after the successful Kickstarter, which will likely be situated in Berlin, Germany
•  A free transfer to the office location will be offered for team members who join pre-kickstarter
•  A small percentage of the Kickstarter profits will be offered to long term members in the form of a joining bonus – the size/distribution of these bonuses will be based on the individual contribution to the project
•  The epic realization and bragging rights that you are working on the #1 Naruto inspired MMORPG!

If you think you can handle all the responsibilities listed and feel you have the required skills then by all means send me an application either via PM or on this thread, and I will select the one(s) I feel would be the best fit. After that stage I will then give you a test, likely in the form of a mock dev blog and either accept or deny you based on the result. Good luck!:)


8
Shinobi Life Online Suggestions / Re: Hidden Village Symbols
« on: June 10, 2016, 21:34:58 »
These are dope man, i planned similar designs, especially for snow. Good job!

9
Dev Blog – June 1st 2016  

Guess who’s back! Exam season is coming to an end for most of the dev team, and Matt is back from his vacation. Because of this, we are now in a good position to both rejuvenate development and subsequently, this blog. As always everything shown here is subject to change and likely very much a WIP, but with that being said, lets get started!

Texturing

As I can always say in the texturing department, despite having a 1 week holiday where he was totally unable to do work Matt has still managed to produce a considerable amount of content since the last blog. As well as completing the texturing of 8 new buildings (this means that we are only 9 buildings away from completing the previously modeled village buildings)  Matt has also been tasked with learning the newly purchased speedtree, an industry standard tool for AAA trees and vegetation generation, and has picked it up quickly, making a number of high quality trees already as can be seen in the example gifs and images below. Furthermore, he has made a variety of ground textures for later use in the map, in conjunction with the grass, water and weather shaders he has generously purchased with his own money for the project.  I hope everyone in this community appreciates both all the work/time, as well as resources he is now putting into this project- as you can see from the screenshots it is certainly paying off.













Modelling/Animation

On the modelling side of things, Rafael has continued to keep up with Matt’s pace and helped him modularise and tweak each new building so that he can texture it without issue and allow us to take parts of different buildings and combine them in order to give a greater sense of variety and believability to our hidden hill village. As well as this he has restarted work on the hidden hill arena, refining specific parts of it so that future player movement in and around the structure will be easy and realistic. This *early* work can be seen in the screenshots below.




Concept Art

In regards to concept art, after finishing my exams recently I have again restarted work on the hidden snow concept, focusing on the dome itself and attempting to flesh out the design more through adding more details and finesse. I’ve decided not to show it at this point, I think I would rather show it in the dev blog where it should (fingers crossed) be complete.

Music

With the music Rustam has completed another track entitled ‘Remembering You’, a song I could completely imagine being used on the title screen or even in the credits of the game (a long way off I know) with its fast beat and sweet melody. Under the umbrella of ‘music’ we have also been receiving a great number of applications from new composers, so expect this already fast influx of new tracks to increase exponentially!

https://soundcloud.com/rustam-shafigullin

Vreg

Unless you have missed it (I can’t imagine anyone would have) we have recently released a new update, SLO Pre Alpha 1.0.9.9, which introduces a terrain overhaul and a whole host of new graphical improvements, bug fixes and performance increases, and of course was all achieved by Vreg. If you haven’t already I urge you to check it out, as you can see from the screenshots below the graphical increase Is massive, and sets the basis for even more graphical increases to come. Along these lines, Vreg has been working with matt in starting to implement the new shaders, trees and buildings into the game for the next update, so expect some amazing things coming, well, relatively soon. One of the most surprising things about the release of this latest update is that it was developed upon in the middle of the run up to Vreg’s exam period- so after completing it, he had to immediately focus for his major exam in about 3 weeks’ time. As a result, I wouldn’t expect another update until after this period is over, but the good news is once it is finally over we will be able to begin a period of unprecedented development as a full team and will be able to start implementing all the systems and content you guys have been so patiently waiting for.






And with that the 5th dev blog is complete! Although there may be slightly less new development from all areas of the team, this is unsurprising considering we are all recovering from exam period and have just restarted development – however from this point on most of us are now freed up to really focus on development and start producing lots of content for you guys to enjoy! Until next time, sayonara shinobi’s!

 

10
Dev Blog – April 30th 2016  

And we’re back! Sorry about the postponement of this dev blog, exam season is upon us and as a result less time is able to be spent by us developing the game in this period. However, we have done our best to put as much time into SLO as possible without wrecking our futures; still, keep in mind the content we have available will not be to the same extent as the other dev blogs. With that said, let’s get started!

Texturing

Matt has maintained his ferocious pace and has completed the texturing of yet more of the hidden hill buildings over the past month, all of which will be added to the rapidly growing building compilation which is sure to fill up my hardrive pretty soon. His exceptional skills have also landed him some freelance gigs with Raf which have taken some of his time away from SLO, but he still has found time to help Vreg implement the character into the game and once those are wrapped up he will be back to focusing applying his talents in completing our village, jutsus and characters!


Modelling/Animation

Unfortunately, little has occurred in terms of actual modelling since the last blog, with Rafael being occupied with his work in the military as well the freelance project in conjunction with Matt, but he has continued to help Matt with polishing the buildings to be ready for texturing, and Vreg with implanting the character clothing models into the latest SLO build. Similarly, Othman has decided to postpone his work on the hair until he has completed his exams- hence the continued presence of the bald character within the game.

Concept Art

In regards to Concept Art, I have dedicated any revision breaks to continuing to develop the hidden snow concept, and have made some decent progress, fixing some of the perspective issues and laying in photo textures to start to establish the realistic quality our game is going for. Due to the slower progress in the other areas of development, I've decided to show an early WIP of this concept, side by side to the thumbnail to show the iterative steps that have been taken and the changes that have been made from the thumbnail to now. I would not be showing this normally and actually this will be the first time even the team have seen it, so expect many changes from now to final. With that being said, I welcome the critique of any issues you may see in regards to the concept, better to get them fixed at this stage rather than once everything has been tightly rendered.


Music

If you have been paying close attention to Rustams Soundcloud account, you might have again got an early look at the two gems he has created in the past months. The tracks, entitled ‘Training Hard’ and ‘Heart of the Shinobi’ are opposite in style, with ‘Training Hard’ being a faster paced, action based soundtrack that will no doubt act as perfect background music for intense shinobi training regimes, and ‘Heart of the Shinobi’ being more of a soulful piece that will likely serve as ambient background music for when the player is wondering around the world. Rustam’s soundcloud account is linked below.
https://soundcloud.com/rustam-shafigullin

Vreg

If you haven’t yet picked up on my references throughout this blog, we just released a new update to the game, SLO Pre-Alpha version 1.0.9.8, which was pretty much single handedly implemented by the one and only Vregmeister. This update is centred around the addition of the new character clothing seen in the last dev blog, and includes the ability to both change the colour of the vest or remove it to see the shirt underneath as an indication of our clothing modularity, aswell as the inclusion of a new SLO title screen OST from Rustam’s growing collection of tracks. Like the rest of us, Vreg has been heavily tied down with vital university studies; I hope the fact that he was able to dedicate some time to getting this update out to you guys is appreciated – I know it is a long anticipated addition to the game for many of you! I’ve put some screenshots of the character in game to give you guys an idea of how it looks, but I urge you to go test it out yourself, they don’t do it justice.







https://www.shinobilifeonline.com/index.php?action=downloads

And with that our forth dev blog is complete. As I have mentioned throughout, this is a tough and unusual period for much of the team, and as a result unlike the other dev blogs I won’t confirm that we will have a dev blog next fortnight. However once the exam season is over for us, we will have far more time than we had even before exams (summer holidays), allowing us to get to work on getting the village and new systems, jutsus, environments and character models into the game for you to enjoy. Until then, sayonara shinobis!

 

11
Drawings / Re: Drawings WIP
« on: April 07, 2016, 23:16:29 »
When you're sketching, try not to go back and forth across your lines and when you have the opportunity, always use reference.

Yeah lumen speaks the truth, reference is very important, i use it in every piece i do. For example if you feel you have difficulty drawing a character in a particular pose, try and find that actual pose on google and essentially copy from it (dont trace)- you will find the more times you draw it, the better your own visual library/storage of that pose will be and you will be able to draw accurate versions of that from scratch in no time. The other major factor in creating realistic and believable images is lighting. What i have found is that you have to decide a light source consciously, then make sure you apply that light consistently across the image- again, the way the light impacts different materials should also be referenced.

Bit of inspiration below as well, the right image was done in late 2014, and left one 2015. Pretty much shows what differences you can achieve if you apply some of those techniques and knowledge, and bear in mind i barely do characters, as i prefer environments, so if you are drawing character every week, you will easily be able to surpass me in a year or two. Also, try out digital dude, once you get used to the advantages it brings are exponential.


12
That arim rigging animations looks similar to a puppet master jutsu. is that a thing or is it just a example of the rigging on a model?

cant wait to see the earth dome in game!!
Keep up the good work guys.

Haha unfortunately not that was just a test illustrating the successful skinning/rigging of the character - something like a puppet jutsu system is an extreamly complex mechanic and therefore a ways off.

is all this in next update?

Much of progress shown here will be featured in the next update, without a doubt the fully clothed/textured character and a complete earth dome jutsu will be major features of that update. The rest of the progress shown will be incrementally implemented into the game dependent on the completion of relevant game mechanics- for example the swords will be used once the kenjutsu system has been finished. Hope it helps

Also thank you all for your encouragement and support, it is much appreciated :)

13
Dev Blog – April 3rd 2016  

Sorry about the delay of this blog, as you may or may not have picked up, we had a Q&A session yesterday, and we wanted to give those who turned up for it extra incentive in the form of an early look at the developments we have made over the past weeks. As usual bear in mind that lots of the work featured may be WIP and very much subject to change and development. With that being said, lets dive into the third dev blog!

Texturing

On the texturing side of things, Matt is killing it as he always does, and has continued his exceptional pace over the past two weeks to texture a number of key items modelled by Rafael. The most prominent of these is the characters clothing-I am sure this will come as a relief to those who are tired of the shirtless, bald shinobi who currently serves as the in game character. As well as the clothing, Matt has textured and retextured 3 new swords, all of which will serve important roles in the personalisation of play styles when the kenjutsu system is released- as each sword will have its own specific set of attributes. Finally, Matt has started work on earth dome texture, and since starting in the stream yesterday has already finished the texturing of the 16th building of hidden hill. All the pictures for these new textures are shown below.










Modelling/Animation

In regards to modelling and animation, we have a new member to formally introduce to the community, Othman, our 3D Generalist. Othman has ability and experience in both these fields, and so the first task we set him was the creation of an updated animation for the earth dome jutsu based on the top pick of the ‘thumbnail’ style animations made by Vreg shown in the first dev blog. Since completing this task, Othman has begun work on re rigging and skinning the new character to work more fluidly with the current animations and the future animations which will be made by him. Furthermore, picking up the mantle from Rafael, Othman has begun work on the hair for the character, and although he has made rapid strides, continued development will be required to achieve the quality we want (look at Final Fantasy hair for a good reference). On Rafael’s end he has continued to work alongside Matt in polishing buildings for texturing and splitting up buildings into parts in order to achieve modularity- meaning floors or parts of buildings can be duplicated and used throughout the village.




Concept Art

For concept art, I have begun work on the final concept for the hidden snow village, and have made some good progress, laying down the groundwork in regards to colouring and mood. However, at this point I’m refraining from showing anything until I deem it has reached a stage that illustrates the village properly. Unfortunately, Daniel is still wrapping up some Freelance work, but once that is fully completed he will be back to designing all manner of buildings, weapons, props, characters and environments.

Music

Depending on whether you follow our composer Rustam’s Soundcloud account, you may or may not have seen the beautiful tracks he has been making for the game. Over these past weeks he has made a brand new song entitled ‘Spring In Our Village’, aswell as, over several iterations, creating a great sound effect which will be used in game for our earth dome jutsu. For an idea of what this jutsu might look and sound like in game, I recommend playing this sound alongside the gif of earth dome jutsu animation.

https://soundcloud.com/rustam-shafigullin

Vreg

Unfortunately Vreg has been buried in work for an important upcoming exam and therefore has been unable to do any concrete work for the game, however he has continued to guide the team in creating content that meets his vision for SLO. As well as this, he managed to attend the stream yesterday where he answered a large number of questions the community had about the game. This stream can be rewatched in full on our twitch channel. In regards to the Q&A stream, we thought it was a success and a fun way of showing off our developments made as a team whilst also answering any queries you guys may have. As a result, we plan to host more of these in the future, perhaps having one every month/other month.

https://www.twitch.tv/shinobilifeonline/profile

And with that, the third dev vlog is complete. will be back in a fortnight with more development, and more progress. Until then, sayonara shinobi’s!

14
Dev Blog – March 16th 2016 

In this week’s dev blog we will look back over the last few weeks and reveal some of the work we have been doing as a team. Bear in mind that lots of the work featured may be WIP and very much subject to change and development. With that being said, lets dive into the second dev blog!

Texturing

As usual on the texturing side Matt has been progressing full steam ahead, and in a fortnight has completed the texturing of 5 more buildings- at this rate, the village will be fully textured within months! Whilst maintaining this exceptional pace on the buildings, Matt has also begun the texturing and retexturing the clothes for the character, starting initially with the shirt (also shown below). For those wondering about Matt’s process in creating these high quality and detailed textures, he has made a short video showing his process for, in this case, creating his 13th building. Also, for those who haven’t yet seen them, I’ve put a compilation of all the small props and weapons which hadn’t been posted to Facebook below, to give you guys a small idea about the kind of variety and busyness we want for the village.




http://sendvid.com/4uxhfmfb---> link to process video





Modelling

On the modelling side of things, Rafael, whilst continuing to work with Matt in polishing up the building models for texturing, has begun early development on what will become the hair of the character. As this is a field Raf is far from comfortable with, as well as the fact he is a perfectionist, he has banned me from showing his initial work on the hair, but knowing him in no time he will have mastered this process and I will be showing you some completed, gorgeous hair done by him.

Concept Art

In the concept art department, I have got back to doing some work and have moved to digital to complete 6 (rather than the initially proposed 3) digital thumbnails to give options for the composition, lighting, and basic design of the snow village. At this stage I am happy for you as the community to give your input on your favourite of the 6 so I can move onto the final stage and develop one to completion and full detail. Just for reference, I also put in a little gif as a comparison with the sketches I showed 2 weeks ago to now. On Daniels end, he has been unable to do much SLO work due to being preoccupied with freelance stuff, hence why there are no new sketches this week, but he assures me he will be able to get back doing buildings once he finishes these projects.





Music

With this new section it’s time to introduce another new member of our team, Rustam, our composer. He has been quick to get to work, and has already produced two new tracks which will likely be integrated into the game within time – first, a general one to get used to the mood and style of SLO, then after that one with a sadder, sombre tone - these can both be seen below under his Soundcloud account linked below. The next track style on his list is an action based one, which you can expect to see in the next few weeks.

https://soundcloud.com/rustam-shafigullin

Vreg - Skinning Clothing

With Vreg being Vreg he has the general no how to be able to be able to fill a lot of roles, so from last fortnight where he was doing some jutsu vfx and concepting, this week he has been looking into the skinning of the newly modelled clothes by raf onto the character. His work is already yielding results; as shown by the clothes all being skinned to the character in conjunction with the animations. Additionally, rather than being a single piece, this clothing has been developed to be modular or in seperate parts, meaning customization will be more easily achievable in the future (as shown by the gif below).With this now close to completion, and matt beginning the texturing of the clothing, you can expect a new outfit being implemented pretty soon.





And with that, the second dev blog is complete. We will be back in a fortnight with more development, and more progress. Until then, sayonara shinobi’s!

15
General Discussion / Re: GCSE exams next week.
« on: March 04, 2016, 19:09:20 »
Haha GCSE's.....worst set of exams you will ever do lol
Just have to revise loaads. MyGcseScience is also a lifesaver for sciences
Good luck :)

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