Effects Feedback Thread (Spells ,Waterfalls ,Falling leaves ect.)

a good refferance for the incinerate effect below;

http://www.youtube.com/watch?feature=player_detailpage&v=D9DkciMTsLI#t=49s
"This is too good for you, very powerful ! You want - You take"
Dont worry I know what a flame thrower looks like (also love that fps Russia ep). Its just very hard to re create with our tech.

Also the skill is lots of small projectiles. Thats how it works. Making it a steady steam would mean it would no longer work with multiple projectiles and faster projectiles. It could probably look better but I find it does the trick. We had to remove a lot of the coolness from it because of multipul projectiles and cast speed effecting it.
I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
"
Russell wrote:
Dont worry I know what a flame thrower looks like (also love that fps Russia ep). Its just very hard to re create with our tech.

Also the skill is lots of small projectiles. Thats how it works. Making it a steady steam would mean it would no longer work with multiple projectiles and faster projectiles. It could probably look better but I find it does the trick. We had to remove a lot of the coolness from it because of multipul projectiles and cast speed effecting it.

Perfectly understandable. Although - does that mean that Incinerate's appearance will remain the same (at least for the time being)?
"
Exsulem wrote:
"
Russell wrote:
Dont worry I know what a flame thrower looks like (also love that fps Russia ep). Its just very hard to re create with our tech.

Also the skill is lots of small projectiles. Thats how it works. Making it a steady steam would mean it would no longer work with multiple projectiles and faster projectiles. It could probably look better but I find it does the trick. We had to remove a lot of the coolness from it because of multipul projectiles and cast speed effecting it.

Perfectly understandable. Although - does that mean that Incinerate's appearance will remain the same (at least for the time being)?


Yes. There a quite a few worse looking spells out there in poe to go over first :P
I like all the fluffy animals[img]http://i.imgur.com/mO8dR.png[\img]
y im slept?
Ah, well. One day, perhaps. One day.
Would be nice if melee splash would show the radius it splashes with a faint shockwave or something. Its a bit odd that it just hits all the mobs without any animation.

Some of the multi strike animations look weird. With Flicker Strike it would be cool if the camera just follows on the last strike so that you flicker across the screen and simultaneously with the last strike the camera is locked again. Otherwise its a bit confusing.
Last edited by randi#7742 on Apr 9, 2013, 10:57:32 AM
"
Russell wrote:
Give you're FX feedback here in this forum.


Your*

(Can't have a spelling mistake in an official forum, c'mon.)
IGN: Wavestrike
Just made a short list of things i would love to be added/updated
keep in mind i have not read every thread/post on the forum and sorry if
I'm repeating well know issues

Some of the illustrations I made using paint, try not to judge the quality thereof

*Ground Slam effect could be improved to look more like a stunning wave than a forward facing crack

-Slam idea
http://postimg.org/image/fr5rdhvr9/

*Not having ground slam effect looped, maybe alternate between 2-3 effects

-Looped slam
http://postimg.org/image/mnh4zjb87/

-Looped solution
http://postimg.org/image/taeiavkhh/

*Beautiful details being missed by having the terrible eye hurting white cover a highlighted door

-Background details visible
http://postimg.org/image/3req6wx9l/
-Background details destroyed
http://postimg.org/image/kaw9zgsct/



*Red Jelly and over reflective blood

-Shiny Blood
http://postimg.org/image/kjd38835r/
-Jelly
http://postimg.org/image/gwk2j714z/
-Well done blood, although dry
http://postimg.org/image/gnmht9ocj/

And that is all I've noticed in my recent sessions of playing, keep up the good work GGG
going to keep playing this game for years if it stays on track
Depression is merely anger without enthusiasm

  ▲
▲ ▲
Any chance to get Z-Feather effect on water, for example under Lioneye's Watch rock.
http://media.moddb.com/images/mods/1/18/17032/omnicide000187.jpg
Last edited by KRIGSSVIN#1899 on Apr 30, 2013, 10:31:05 AM
I like the Demon Hand Cleave for the most part, something is just a little off with it in the video, tho maybe it would feel fine in game... In the video it seems like it hangs around a tiny bit too long after the attack ends.

I've noticed this with some other particle effects also, poison arrow also leaves the particle effect hanging around after the cloud stops doing damage. This is actually more of a gameplay problem with poison arrow than the new cleave since most people would naturally use the visual poison clouds disappearance as an indicator that the attack has stopped damaging and needs to be fired again, yet it actually stopped doing damage 1-3 seconds ago...

With Cleave I feel like it's more of an annoyance to have the hand last after the attack but with stuff like poison arrow I find it to actually affect my gameplay. It seems that you don't start to fade out the effect with cleave until after the attack actually ends. Maybe if you started fading about halfway through, with a slightly slower fade? I know the fades are important, you can't just make the effects disappear right away or it's really jarring, but timing the fades better can help just as much as having them.

I think that's definitely where the problem is(at least from watching the video). With poison arrow I would just change it to fade earlier, so that it fades out closer to the damage stopping.
I'm not exactly sure how you are handling the fades in code, whether it's part of the effects themselves, or it gets triggered after the effect ends. IMO handling the fade within the effect itself would be better for this situation but that could be because that's how I made my effects system work =P

Report Forum Post

Report Account:

Report Type

Additional Info