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Idea for costume creation

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notears
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Idea for costume creation

Customizable faces and being able to choose the texture of your body

Basically my idea is rather have a set previously made faces we have a separate category from head called face. The sub categories in the face category being hair, eyes, nose, mouth and ears, this should all be self explanatory, and should include things like a large grinning mouth filled with sharp teeth, bug pincers, cat eyes and a mass of tentacles where your mouth should be along with all the normal human looking stuff. Also there should be another category in upper body that chooses what kind of texture your skin is like it being metallic or leathery and things like

not my video just one I lke ===> https://www.youtube.com/watch?v=U6-SdIN0hsM

Onyx Oracle
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So long as it's more

So long as it's more selecting pieces than the the endless sliders like you have in games like Skyrim, that could work. The latter actually turns me off more than WoW's tiny preset selection.

WarBird
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CoH had a combination, IIRC.

CoH had a combination, IIRC. There were a couple dozen premade face "skins" that would apply to a default 3D face model. Then you had some basic sliders that changed the countours: Brow ridge depth, jaw, chin, head size, etc. I think it worked pretty well, especially after we got some better face skins later on. You could do a fair amount to alter the over-all look.

Likewise, more pieces like gaping maw, pincers, tentacles, even cat eyes could be added like costume pieces in the same way glasses, masks or facial hair were added in CoH

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Judging from the concept art

Judging from the concept art featuring a huge number of eyes, I would presume that chosing a type/texture for your eyes is going to be in, at least. So if you want feline eyes or snake eyes you're not just stuck with the one Cat or Snake face texture.

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I distinctly recall one of

I distinctly recall one of those sample eyes being an open mouth...with fangs.

The original Lady of Ysgard. -Virtue

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Hello, I would want to know

Hello, I would want to know if, during the creation of characters, more exactly for the creation of the logo (such him(it) "" of Superman or " the bat " of the Batman or the flash of lightning " of Flash) it would be possible to create our own logos of our heroes, to put him(it) in our computer and to have the possibility of putting him(it) on our characters with the possibility of putting him(it) or on the trunk, or shoulders and to choose the size of our logo on the hero? I know that the question is long, I take advantage of it. Thank you .En wait(expectation) of an answer from you, I find that it is excellent that you resumed(took back) the continuation(suite) of COHOUR, I am a former(old) player, and as a lot this game(set,play) and his(her) community miss me, see you soon .

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A nice feature CO has, and

A nice feature CO has, and one I love for my psychokinetic catgirl (though I've used it on others) is being able to have the emblem on the back, not just the chest.

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i would love to see the

i would love to see the option to customize each part of an item on your toon for example you have a glove that has armor on it and on that armor is a nifty logo lets say its a circle. so instead of selecting metal and the entire thing turns metalic... you select the armor make it metalic... then you select the fingers or glove part and select leather and and you select the logo/circle and pick cloth and it changes just those parts of that item. or beter yet you can change the type of armor that the glove has so its diffrent shaped or diffrent options there... make it almost so you can customeize each finger of your toon would be awsome! get in deep customization like that would make it have way more costume options then COH/DCUO/CO put together... and i love the above idea that was mentioned to have the option to change your skin type that would be UNDER your tights. the custome logo idea is a good one too but i can see how that could be a problem since there are some ... not so family friendly people out there that would probly create some nasty stuff... so that would have to be filtered some how. please give beter hair styles... there are only a couple hair styles that are worth useing in CO and a few that were in COH the others were beat by the ugly stick untill they fell down the ugly tree hiting every branch on the way down.

Moogoth!

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A coloring system similar to

A coloring system similar to the one the used in DCUO would help to make the widest variety in costumes. It worked in shades instead of blocks of predefined color like in CO and even CoH. Mind you, the number of items you can color would have to be increased from the system I suggested. As is, DCUO only allows you to create a three color costume. I'd like to see the variety of CO, meet the exactness of DCUO when it comes to the color system of costumes.

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Automatisch wrote:
Automatisch wrote:

A coloring system similar to the one the used in DCUO would help to make the widest variety in costumes. It worked in shades instead of blocks of predefined color like in CO and even CoH. ...

Not too many people liked my idea of having millions of color to choose from. Some people stated they were lazy and didnt wan to record the colors they used in other parts of the existing costume.

I was working on a Shader in Unity that would create a Stepped down version of the HSL Color pallet.

ex:

This one seems to have just enough variety in values.
You can reference the color index by Row + Column number. Just an idea. :)

Redlynne
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That certainly looks like a

That certainly looks like a wide enough color distribution range there Izzy. Looks like a 18 tall by 42 wide distribution you have there. Just add a greyscale black to white (vertical?) to it and you're set. Give us a stepped color saturation slider and you're almost there to having a working UI. After that, it's just a matter of allowing enough color picks per costume part to allow "blended" colors to emerge which aren't "pure" ROYGBIV only.


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Izzy's examples yields 756

Izzy's examples yields 756 colors. I think we could easily get by with less spread than that. Many of those subtle differences are not worth it. Especially in the mid-ranges. I think we could very easily get by with a 256 color + 10 gray pallete for costumes, and maybe an additional 16-32 "beigey" hues limited to use as skin tones. Of course, I don't mind someone opting for a costume color as a skin tone. And there's always the question of "naked" color strategies. From my point of view, it's not like we have anatomically correct models. You wanna be "All Blue Naked Ken"? Fine.

http://www.spacemonsters.co.uk/wp-content/uploads/2011/10/atari-256-colour-palette.png

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WarBird wrote:
WarBird wrote:

Izzy's examples yields 756 colors. I think we could easily get by with less spread than that. Many of those subtle differences are not worth it. Especially in the mid-ranges. I think we could very easily get by with a 256 color + 10 gray pallete for costumes, and maybe an additional 16-32 "beigey" hues limited to use as skin tones.

The only thing people usually talked about as far as color goes in CoH was "we'd like more color choices". Isn't 256 colors pretty close to what CoH already provided? While some people may never bother with those subtle mid-ranges there'll be other people who'd love something like this. Izzy's example (with the addition of an extra greyscale row) seems to be a good compromise between "infinite" choice and the limited palette of CoH.

WarBird wrote:

Of course, I don't mind someone opting for a costume color as a skin tone. And there's always the question of "naked" color strategies. From my point of view, it's not like we have anatomically correct models. You wanna be "All Blue Naked Ken"? Fine.

CoH actually allowed "beigey skin tones" for costume item colors when it first started but they had the dubious honor of being one of the first things that got nerfed just a few weeks after launch. Like you I don't really care if someone wants to run around with "naked" Barbie and Ken dolls but apparently enough people complained to nix that in CoH. If I had to guess CoT will probably have that "censored" as well.

CoH player from April 25, 2004 to November 30, 2012

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While I don't care for seeing

While I don't care for seeing hundreds of naked Barbies and Kens running around CoT, not out of censorship, but more of a "Wow. Seriously? You couldn't think up something more original? You couldn't get that fix from Scarlet Blade, a MMO that's selling point is exactly that?"

I don't need a infinite amount of color choices (would make do with it though :p), however, looking at that selection, it lacks the browns/tans and white-black.

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Brand X wrote:
Brand X wrote:

While I don't care for seeing hundreds of naked Barbies and Kens running around CoT, not out of censorship, but more of a "Wow. Seriously? You couldn't think up something more original? You couldn't get that fix from Scarlet Blade, a MMO that's selling point is exactly that?"
I don't need a infinite amount of color choices (would make do with it though :p), however, looking at that selection, it lacks the browns/tans and white-black.

Yeah we mentioned the missing greyscale and I'm guessing he didn't put in the browns/tans here exactly because of the question of the "naked" issue. I'm assuming many of those colors will be reserved for a separate "skin palette" and we'll have limited selections of those colors for our costume items.

CoH player from April 25, 2004 to November 30, 2012

WarBird
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I'd bet most of the "More

I'd bet most of the "More Color Choices!!" people were the same ones who just wanted more ways to get nekkid. ;D Some of the color pallete in CoH was shifted/tweaked to prevent skin/clothing combinations that created perceived nude characters. But, you may be right, it might havbe originally been based on a 256 pallette.

I'm usually all about choices and options and creative breadth, but I'm trying to think of this in terms of resources vs. added value. Look at the mid-range yellows in Izzy's chart for example. If you can't perceive the edges in six of those colors you don't need them. Same goes for the magentas, reds and greens. You get a "touch" more definition in the blues, but that could just be my work monitor.

I'm not a programmer. Is their a resource difference tracking the permutations of 756 colors different from 256? I would think so. Is it worth it? When you wouldn't actually perceive most of the differences?

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WarBird wrote:
WarBird wrote:

I'd bet most of the "More Color Choices!!" people were the same ones who just wanted more ways to get nekkid. ;D Some of the color pallete in CoH was shifted/tweaked to prevent skin/clothing combinations that created perceived nude characters. But, you may be right, it might havbe originally been based on a 256 pallette.
I'm usually all about choices and options and creative breadth, but I'm trying to think of this in terms of resources vs. added value. Look at the mid-range yellows in Izzy's chart for example. If you can't perceive the edges in six of those colors you don't need them. Same goes for the magentas, reds and greens. You get a "touch" more definition in the blues, but that could just be my work monitor.
I'm not a programmer. Is their a resource difference tracking the permutations of 756 colors different from 256? I would think so. Is it worth it? When you wouldn't actually perceive most of the differences?

This is not going to be a question of "more colors would mean more coding/processing". Modern software can easily reference millions of shades of RGB color simultaneously. If anything the question of "how many color choices should we have" will boil down more to how we want the palette GUIs to look and how much choice the playerbase will be comfortable with.

I think you'd be wrong about your assumption that "people who wanted more colors just wanted new ways to get nekkid". I was a pretty avid costume creator and I was constantly hampered by CoH's limited palette. I will agree that we probably don't need the infinite choices RGB will allow, but by the same token it would be very nice to get more than CoH provided. This is why (as I said before) I think the number of colors Izzy provided in his example is a good compromise all things considered. It just needs a greyscale and some beige/tan/brown colors that won't conflict with the "skintone" limitations.

P.S. As a bit of history back when CoH first introduced its costume save/load feature it was briefly possible (before it was quickly nerfed) to use a manually edited .costume file to "force" the CoH client to display ANY RGB color, not just the ones from its limited costume creator palette. This proved without question that CoH could in fact natively handle any color possible. ;)

CoH player from April 25, 2004 to November 30, 2012

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Well, I'm all for "more is

Well, I'm all for "more is better, if it doesn't cost anything."

If that's the case, why not just give us, say, 64 hues, and a tint/shade slider for each. However, if we do that, I want there to be some pallette that's created in the UI so I can reference and copy colors from piece to piece. In fact, if we use 756+ color table, many of which I can't tell apart on my screen, I want some kind of "user pallete" anyway.

Oh yes, I'd like at least 3 color slots/selections per piece. And no pallette limits like DCUO saddles you with.

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Oh, and I was joking about

Oh, and I was joking about folks wanting to get nekkid. Just a poke.

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WarBird wrote:
WarBird wrote:

Well, I'm all for "more is better, if it doesn't cost anything."
If that's the case, why not just give us, say, 64 hues, and a tint/shade slider for each. However, if we do that, I want there to be some pallette that's created in the UI so I can reference and copy colors from piece to piece. In fact, if we use 756+ color table, many of which I can't tell apart on my screen, I want some kind of "user pallete" anyway.
Oh yes, I'd like at least 3 color slots/selections per piece. And no pallette limits like DCUO saddles you with.

I'm all for having decent color palette GUIs that'll handle things nicely. And it really shouldn't be that hard for the CoT GUIs to display simple and unique "color reference numbers" that could be used to enusre that you could get the same color copied to another item and/or character. It was practically criminal that CoH didn't make that kind of thing more straightforward years ago.

WarBird wrote:

Oh, and I was joking about folks wanting to get nekkid. Just a poke.

lol no worries. I'm sure there were a few out there who wanted that too. ;)

CoH player from April 25, 2004 to November 30, 2012

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How about some pearlescent

How about some pearlescent colors :p

http://m.youtube.com/watch?v=f0PHlLwa-Iw

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Lothic wrote:
Lothic wrote:

Isn't 256 colors pretty close to what CoH already provided? While some people may never bother with those subtle mid-ranges there'll be other people who'd love something like this. Izzy's example (with the addition of an extra greyscale row) seems to be a good compromise between "infinite" choice and the limited palette of CoH.

City of Heroes Costume Colors

256? Try 160.

I'm wondering if we're approaching this "all wrong" in terms of the GUI aspect of it. Instead of going with the checkerboard route like Izzy is demonstrating, why not go with a set of simplified RGB sliders?

Specifically what I'm thinking of is a 0 to 15 (ie. hexidecimal) discrete step slider for Red, for Green, for Blue. That then gives you access to 16^3=4096 colors (which ought to be "plenty" for our costuming needs). It gives enough "steps" on the slider for subtle variations while at the same time being "simple" enough to keep databasing of information clean and compact (could even use 0 through F for text file record parsing purposes, if that was helpful). So white would be FFF and black would be 000 and midtone grey would be 777 for their RGB settings on the sliders.

Such a GUI wouldn't necessarily need to do away with the "swatch picker" option, and could instead be simply a complementary adjunct to the above, where the swatch picker would have color presets, but then use of the RGB sliders would permit finer control than the swatch picker array has room for.


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Redlynne wrote:
Redlynne wrote:

Lothic wrote:
Isn't 256 colors pretty close to what CoH already provided? While some people may never bother with those subtle mid-ranges there'll be other people who'd love something like this. Izzy's example (with the addition of an extra greyscale row) seems to be a good compromise between "infinite" choice and the limited palette of CoH.
City of Heroes Costume Colors
256? Try 160.

Try considering when there are people talking about CoT allowing orders of magnitude more color choices than CoH I'd say 265 is "pretty close to what CoH provided" for the sake of this discussion. ;)

Redlynne wrote:

I'm wondering if we're approaching this "all wrong" in terms of the GUI aspect of it. Instead of going with the checkerboard route like Izzy is demonstrating, why not go with a set of simplified RGB sliders?
Specifically what I'm thinking of is a 0 to 15 (ie. hexidecimal) discrete step slider for Red, for Green, for Blue. That then gives you access to 16^3=4096 colors (which ought to be "plenty" for our costuming needs). It gives enough "steps" on the slider for subtle variations while at the same time being "simple" enough to keep databasing of information clean and compact (could even use 0 through F for text file record parsing purposes, if that was helpful). So white would be FFF and black would be 000 and midtone grey would be 777 for their RGB settings on the sliders.
Such a GUI wouldn't necessarily need to do away with the "swatch picker" option, and could instead be simply a complementary adjunct to the above, where the swatch picker would have color presets, but then use of the RGB sliders would permit finer control than the swatch picker array has room for.

While I probably wouldn't mind a way to get thousands of colors with RGB sliders I suspect most "beer and pretzel" players wouldn't care for the relative extra complexity of that and would be happy enough with something like CoH's limited point-n-click swatch palette. We have to remember that (god forbid) some people only spend about 20 seconds creating their costumes and don't really care about hunting for the "perfect" colors for themselves. RGB sliders would be wasted on them.

Then of course there's the unfortunate problem with the "nude skin tone censorship" issue that would have to be addressed. As limiting as hardwired swatch palettes are they do have the saving grace of making it relatively easy for the Devs to censor/control questionable colors (via a separate skin color palette) without having to deal with blocking out various color ranges of a RGB slider system.

So Izzy's example (a swatch array with more choices than CoH's) still seems like the simplest compromise for a default color GUI. If the Devs wanted to offer a "pro costume designer" upgrade package (that would give RGB sliders to people who actually wanted them) some time after launch that might work.

CoH player from April 25, 2004 to November 30, 2012

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Having a skin tone that

Having a skin tone that matches a costume color does not mean one has to have a naked costume. I know one of my characters in CO is able to obtain a more belly shirt look with one costume, because I can match it up.

And really, all white skin? Naked! All grey skin? Naked! Or does it only count when it's flesh tone? It's okay to be a naked smurf? It's possible in CO, and I don't see them just running around everywhere.

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Lothic wrote:
Lothic wrote:

Try considering when there are people talking about CoT allowing orders of magnitude more color choices than CoH I'd say 265 is "pretty close to what CoH provided" for the sake of this discussion. ;)

Not to be argumentative (just for the sake of being argumentative) ... but ... 160/256=0.625. I've never considered "less than 2/3rds" to be synonymous with "pretty close to {insert comparitor here}" for purposes of discussion, hence my assertion that 160 isn't "close" to 256.

Of course, this all falls under the 2+2=5 "for sufficiently large values of 2" rubric, so make of that what you will. ^_~

Lothic wrote:

Redlynne wrote:
Such a GUI wouldn't necessarily need to do away with the "swatch picker" option, and could instead be simply a complementary adjunct to the above, where the swatch picker would have color presets, but then use of the RGB sliders would permit finer control than the swatch picker array has room for.

While I probably wouldn't mind a way to get thousands of colors with RGB sliders I suspect most "beer and pretzel" players wouldn't care for the relative extra complexity of that and would be happy enough with something like CoH's limited point-n-click swatch palette.

Hence why I specifically mentioned having BOTH be in the GUI, so that the swatch picker can complement the sliders and vice-versa.


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Redlynne wrote:
Redlynne wrote:

Lothic wrote:
Try considering when there are people talking about CoT allowing orders of magnitude more color choices than CoH I'd say 265 is "pretty close to what CoH provided" for the sake of this discussion. ;)
Not to be argumentative (just for the sake of being argumentative) ... but ... 160/256=0.625. I've never considered "less than 2/3rds" to be synonymous with "pretty close to {insert comparitor here}" for purposes of discussion, hence my assertion that 160 isn't "close" to 256.
Of course, this all falls under the 2+2=5 "for sufficiently large values of 2" rubric, so make of that what you will. ^_~

Well I still contend that 160 is close enough for casual discussion to 256 when Izzy's talking about having at least 756 choices, you're talking about 4096 choices and other people are actually suggesting INFINITE choices with pure RGB selection. The need to look up or recall the EXACT total used by CoH was not necessary to get my point across in my earlier post and I can only apologize for it if it actually bothers you that much.

Besides if you want to get hyper-picky about it (which you seem to do with this) CoH actually offered a total of 230 colors when you add both the Costume Color and Skin Color tables together. *shrugs*

Redlynne wrote:

Lothic wrote:
Redlynne wrote:
Such a GUI wouldn't necessarily need to do away with the "swatch picker" option, and could instead be simply a complementary adjunct to the above, where the swatch picker would have color presets, but then use of the RGB sliders would permit finer control than the swatch picker array has room for.

While I probably wouldn't mind a way to get thousands of colors with RGB sliders I suspect most "beer and pretzel" players wouldn't care for the relative extra complexity of that and would be happy enough with something like CoH's limited point-n-click swatch palette.
Hence why I specifically mentioned having BOTH be in the GUI, so that the swatch picker can complement the sliders and vice-versa.

Yes I know you suggested both. I just pointed out that while the sliders might be appreciated by an obsessed minority of costume gurus most people would not bother to use them because a swatch picker alone would be far more simple and straightforward for both players and Devs alike. Call it the K.I.S.S. rubric.

CoH player from April 25, 2004 to November 30, 2012

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The swatch picker is easier

The swatch picker is easier to use than any color sliders. I can be picky with the color of my costumes, but always found the color sliders never let you memorize the colors for a lot of them. So I'd have to slide through the colors again and hope I could get it right.

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I'd love to have glowing

I'd love to have glowing tattoo skin textures. Specifically, one with angelic text.

Along the same idea, glowing textured wings (think the Bioluminescent skin and Organic Armor wings, but less like deformed and gross options and smoother, more elegant.

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Multi-skins

Multi-skins

So most games give you layers.. lets say Skin, Tights, Shirts/Pants, Jackets, Accessories (From inside to outside). I hope it'll be possible to have a left arm skin made of metal and a right arm skin made of fur and a leg made of human skin, an abdomen made of wood.. etc. If the parts of Andy are going to render on the client's side individually it's a great feature.

I will say that showing all the polygons render when they aren't visible seems like an overload on the server. This is why jackets are usually in a separate category because it takes away the need to show the arm polygon or why "pants" are usually separated out because there's no need to dress the character in underwear if they're completely covered. I agree with this going into continuation because I want healthy server population but am not willing to buy the 1200 T1 line I'd need in order to render more than 10 heroes with infinite (invisible) choices.

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I'd like to be able to make

I'd like to be able to make superheros that are NOT in perfect shape. Go go couch potato man :D. I'd also like to be able to make "child" superheros. They don't have to be literally children, just close enough that people could use the costume creator to fake it. Lets say they are just a smaller race :P.

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I don't know if this is the

I don't know if this is the best place to ask for this but i'll put it here in hopes that the devs see it:

Please give us "cutoff lengths" to all of our tights textures.

Upperbody this includes:
Full sleeve
Baseball Sleeve
Shirt Sleeve
Cap Sleeve
Sleeveless
Halter
Midriff Halter

Lowerbody this includes:
Full leg (shoes included?)
Capri leg
Knee leg
Short leg
Booty shorts Leg
Briefs leg
Thong leg (the kind that doesn't go INSIDE the cheeks but is smaller than full briefs.. like Psylocke)

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Foradain
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Joined: 10/25/2013 - 21:06
JayBezz wrote:
JayBezz wrote:

Lowerbody this includes:
Full leg (shoes included?)

One issue I have with CO's costumes is that stockings never seem to include the feet, smething that looks odd with sandals, open-toed shoes, etc.. I don't know if CoX's had this problem, but I hope CoT's does not. I'd like to see both ankle length and full-foot options.

Foradain, Mage of Phoenix Rising.
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Illusionss
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Joined: 11/04/2013 - 11:44
WarBird wrote:
WarBird wrote:

I'd bet most of the "More Color Choices!!" people were the same ones who just wanted more ways to get nekkid. ;D

No, really not. I want as many color choices as possible, and all of my people were always clothed. I always thought less of people who showed up with their character "naked," I thought it was cheap and cheesy-looking. I just kept my mouth shut.

As I recall we could not get truly red skin, and that used to kind of tick me off. There were a few times I wanted that.

The main thing I'd like to see is the ability to have colors be METALLIC. Any color, anytime I want on any clothing part.

Also a resounding yes to the glowing tattoos request. We need bunches of those.