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Animation Suggestion Thread 2.0

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DesViper
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Animation Suggestion Thread 2.0

So there's a Costume Thread 2.0 and a Prop Thread 2.0, so here's the Animation Thread 2.0, from this original thread.

This thread was so much harder to recompile because the animation thread also had emotes in it and there's already an emote thread, and many of the posts were simply "here's a video, gimme this" and I don't think that's helpful for a dev looking for ideas.

So, this thread is focused on animations for powers, rather than emotes, idles, costume changes, etc. So, here it is:

I've divided these into the following categories:
Movements: suggestions that only involve the motion of a model's skeleton
Emanation Points: suggestions for where a particle should leave a model
Particles: suggestions for particle effects for powers
Entities: suggestions that incorporate an entire model, and probably new particles too
Other: suggestions about mechanics or other things more complicated than new movements, emanation points, particles, or entities.

I might make a habit of linking videos for suggestions since some of them are pretty hard to describe in one line.
I have done this :p

Movements:
A simple glare
Ape chest pound and roar
Arm reload :p
Bulky, heavy animations
Dab
"Detective mode" symbols or something to indicate thinking
Diverse tonfa/baton animations
Drawing/Painting in air
Fancy obnoxious martial arts
Fancy knife combat
Fairly practical martial arts
Finger guns (and Pinky guns ;) )
Finger to forehead/temple
Flamboyant Pose toggle activate
Flexing toggle activate
Gun katas
Gun held sideways
Gun held shot from waist/hip
Gun throw
Hand signs for minion direction
Hand signs for casting spells
Heavier weapon animations
Helicopter
Inhale!
Jump'n'glide transformation
Katas before attacking
Katas as taunts
Landing wish a smashing fist
LEFT HANDED ANIMATIONS
Michael Jackson dance moves
Reduced Recoil Gunfire
Running attacks
Reversed casting for a "draining" effect
Rolling
Screaming
Skating in place of running
Snap (tm) ;)
Slap! (Forehand, backhand, double)
Singing
Sumo-style attacks
Surfing for flight
Super speed punches
Super speed ranged attacks
Speed-sledding
Tail-incorporated movements
Teleport combat
THIS IS SPARTA
Throwing archery arrows
Toss prop before using
Wall-crawling
Wall-walking
Weapons drawn from your sleeve
Wing-incorporated movements

Emanation Points:
Abdomen
Area around Character
Back of Fist
Back limbs
Book
Chest
Eyes
Finger
Floating book
Floating Orb
Forehead
Gun
Hands
Horns
Leg
Mouth
Nose
Pets
Shield
Shoulder
Shoulder Pets
Staff: end
Staff: middle
Tail
Weapon
Wing

Particles:
Arms from below immobilizing
Arrows (+elemental, energy, etc)
Beam from space
Beams from guns
Beam from ground
Beams made of discs, other shapes
Bubble flight/combat
Bullets ( tracers and otherwise)
Burning steel wool effects
Cards
Comic-style blocky words
Dark tentacles from the earth
Diverse runes (Gaelic, Chinese, Norse)
Elemental Javelins
Energy Shell
Finger beams
Flight trail that obscures the lower body
Floating Swords (melee and ranged)
Flower Pedal surround
Flaming rain
Flasks to throw
Flurry of daggers/spikes/icicles/darts
Giant bubble attack with lightning strikes
Instantaneous lasers
Itano Circus
Juggling throws
Jury-rigged devices/explosives
Just Shapes ;) (simple geometric shapes)
Lantern-style fists, hammers, etc
Large object from space (meteors, heads)
Lightning bolt revive
Mix'n'Match elements (fire icicles, lightning fireballs, etc)
Musical note particles
Personal Bubble
Robot fist rockets
Rocket jumping
Runes/Pentagram forming below caster
Rumble during Flight
Saw Blades
Sailor Moon-esque transformation
Scrap Metal/ Junk pieces
Silly String
Slime particle
Smoke bomb teleport
Spell archery (magic arrows)
Spikes raining
Spikes stabbing from below
Spiraling energy beams
Steam attacks
Tornado
Water combat

Entities:
Afterimage Teleporation
Animal summoning attacks (birds, bugs, wolves, BEEEEEES etc)
Carried by bird
Clone
Energy Arms/Mage Arms from the back
Floating book (ideally reacting to spells)
Flying drone sprays healing mist
Granite Armor but more textures
Hulkout transformation
Lightning bolt teleportation attack
Minion spawning attacking then despawning
Minion spawning form the dirt
Minion spawning from thrown flasks/objects
Move as a liquid (travel or combat)
Mounts (like other RPGs, maybe it's own thread)
Skeleton pets
Stretching attacks
Shadowy creature revives with a look
Swarms of Crows, Bats, Doves, Flies, Bees
Transform into animals while speeding

Other:
Animated emanation points
Add a costume piece for each toggle
Body attachments that track targets
Custom musical bits associated with powers
Hands in place of feet animations (think gorilla hands)
Holo shield that reacts to damage
Morphing weapons from your hand
Phase-out dodge
Portal Generation
Shrinking/Growing mid-attack (a la Ant Man)
Skin changing while executing a power
Throwing your head at someone
Throwing your weapon at someone


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Object summoning attacks (e.g

You can wrap up some of the items as:
Object summoning attacks (e.g. swords, knives, balls, tenpins, rocks/stones, handkerchiefs, darts, cards, shurikens/kunai, fruit/vegetables, balloon animals, furniture, dinner plates, talismans, skulls, etc)

of Phoenix Rising
Am I

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dreamcatcher wrote:
dreamcatcher wrote:

You can wrap up some of the items as:
Object summoning attacks (e.g. ..., ..., fruit/vegetables, ..., ...)


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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I mean that could just be put

I mean that could just be put as "Propel" :p


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You didn't put down my ideas

You didn't put down my ideas for minions-forming-from-thrown-flask-goop or shooting bees. :(

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I did have "flasks to throw"

I did have "flasks to throw" but I'll add the entity versions


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I can't see it on the list,

I can't see it on the list, but an incredibly obvious request: alternate animations for alternate power activation. It was thinking about kinetic melee with a martial arts aesthetic that made me realise how much you'd want this in some circumstances. e.g. the 'jolt' power does knockdown, or knockback on alternate activation. To make the effect match your character movement, you'd probably want to associate the knockdown version with a sweep or a trip, and the knockback version with a snap kick or similar. Sending enemies flying backwards from a leg sweep is going to look...odd.

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desviper wrote:
desviper wrote:

I did have "flasks to throw" but I'll add the entity versions

Thanks. :)

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Oh while I'm on a roll, we

Oh while I'm on a roll, we've got 'katas before attacking' which might cover this, but 'bring it' style taunts for self buffs. The difference being the entire animation would be 'show off and taunt' rather than having an attack at the end. That would actually work as an animation for self buffs and debuffs in fact, as your foes are intimidated by your bad-assery.

https://www.youtube.com/watch?v=cADCUxHjv1k is a classic example from Bruce Lee (I think he pretty much pioneered the four finger 'come hither') but the matrix had this a lot and there are tons of other examples. Probably some good stuff from the world of professional wrestling too. A guy I worked with years ago used to psyche himself up for strenuous physical exertion (unscrewing a particularly stubborn scuba cylinder valve) by snorting his own armpit, but I don't think that one has to make it into game.

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Not sure what you mean by

Not sure what you mean by alternate animations, you can use any-ish animation for any-ish power in CoT, called Aesthetic Decoupling.

But I'll add "katas as taunts"


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desviper wrote:
desviper wrote:

Not sure what you mean by alternate animations, you can use any-ish animation for any-ish power in CoT, called Aesthetic Decoupling.

But I'll add "katas as taunts"

Thanks desviper.

To clarify the alternate activations question:

Some powers have been described as allowing 'alternate activations'. The description of the 'jolt' power given as an example in Kinetic Melee has a standard activation that does a knockdown, and an alternate activation (accessed by right clicking the icon, or shift + power activation button, or whatever you set as your preferred keyboard option) that changes the power effect from knockdown to knockback. There's never been a confirmation either way if, for powers that have an alternate activation, you can link two different animations to one single power. One to each activation option.

All the language that's been used by devs to describe aesthetic decoupling talks about associating 'a power' with 'an aesthetic effect'. It's ambiguous as to whether the two alternative activations of a power that has them count as 'a power' or 'two distinct implementations of a power' for the purposes of linkage. That's not that surprising as most of the talk about decoupling was over before alternative activations were confirmed as definitely happening. It would be good to get a clarification, as not being able to link to the individual activations will curtail some aesthetics.

Typing this has made me realise I should post it in the questions thread itself, so I'll do that.

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I gotcha now, I think that's

I gotcha now, I think that's more complicated than an animation suggestion, maybe go add a thread on that :)

But that'd be dope


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I'm curious how varied the

I'm curious how varied the animations will be at launch.

For example, if I choose to use a great maul, or any super heavy 2-handed weapon, will there be animations for both fast and slow attacks? Or will the animations be the same across the board for any melee prop? If there is, and I imagine there will be, a melee AoE attack, will the animation be the same whether it's a great maul or a scythe? I'm just curious how varied it will be for the same style (style meaning 2h melee prop) between props in that style. In this example I cant see slamming the ground with a scythe like I would a maul. I would rather spin in a circle since it's a blade.

Hopefully the question makes as much since to everyone else as it does me.

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DC you bring to mind a good

DC you bring to mind a good question I had been pondering for a while.
Will massive melee work with whips and chains? I liked the chains power set in CO but never used it.

I'm thinking aesthetics will be more limited with Massive Melee.

I would even love a short range energy blast with Massive Melee. I was told that pistols will not be animated with that set. Pity. They would fit just right.

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Cyclops wrote:
Cyclops wrote:

DC you bring to mind a good question I had been pondering for a while.
Will massive melee work with whips and chains? I liked the chains power set in CO but never used it.

I'm thinking aesthetics will be more limited with Massive Melee.

I would even love a short range energy blast with Massive Melee. I was told that pistols will not be animated with that set. Pity. They would fit just right.

where'd you hear this?

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I'm putting trust into the

I'm putting trust into the art department at MWM that they'll be clever enough to proliferate their animations as far as they could possible go.

my current understanding is that there are barely even attached animations to any given power: that animations exist to be used for any-ish power. This is definitely true for ranged animations, but yeah, melee can be harder.


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notears wrote:
notears wrote:
Cyclops wrote:

DC you bring to mind a good question I had been pondering for a while.
Will massive melee work with whips and chains? I liked the chains power set in CO but never used it.

I'm thinking aesthetics will be more limited with Massive Melee.

I would even love a short range energy blast with Massive Melee. I was told that pistols will not be animated with that set. Pity. They would fit just right.

where'd you hear this?

A Year ago. No link. Thread on pistols.

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Maybe a dev could come in and

Maybe a dev could come in and either confirm or deny this? I needs my gun fu!!

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notears wrote:
notears wrote:
Cyclops wrote:

DC you bring to mind a good question I had been pondering for a while.
Will massive melee work with whips and chains? I liked the chains power set in CO but never used it.

I'm thinking aesthetics will be more limited with Massive Melee.

I would even love a short range energy blast with Massive Melee. I was told that pistols will not be animated with that set. Pity. They would fit just right.

where'd you hear this?

In a post dated 10-20-2017 in a thread titled Classes of Prop Objects,

Cyclops wrote:

I want to use dual pistols for Massive Melee. Is that OK Devs?

I found no official response.

I second Notears' request for confirmation.

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yeah like I remember at one

yeah like I remember at one point the devs said you could have a rapier prop for massive melee which I said could possibly represent someone who starts off fighting slowly and defensivly before suddenly going quick and offensive. Like this isn't meant to be a powerset only for large weapons, it's a set that uses a lot of area effects and gets faster the more momentum you have. Like they made the system so that you could make anything with aesthetic decoupling, but then have it as this one powerset has to have only one type of prop? That seems highly unlikely

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Am I the only one that just

Am I the only one that just assumes pistols are definitely a thing for Massive Melee :p


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I think Pistols can be for

I think Pistols can be for any melee set as long as you got a blast to go with it :)

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After creating a character

After creating a character concept and looking through the internet I saw a lack of Music-based Heroes/Villains. The ones I found didn´t appeal to me, always 'mind controlling'. That wasnt what I was looking for.

So I will write my Idea and Inspiration here.
The inspiration is yet again Monster Hunter. Precicly the Hunting Horn. Shortly explained it is a smashing weapon that can support with Group buffs. Take away the smashing thing I would enjoy seeing a 'buffing' Music-Power.
After picking that Music-Power we could make a set of short tunes and let the player decide seperatly what sound we prefer.(Singing, Heavy Metal guitar etc pp.) It´s quite a bit work to be honest.
Another inspiration is warframe. We have a Frame there where she uses Music and you can make it in this http://i64.tinypic.com/1zmknyq.jpg You can have 3 Instruments ranging from vocals to synthezised beats. It spins and plays what you created. For more Information you could also look into Youtube.

Suma sumarum and in short: An aiding music power would be my suggestion. If it´s Buffs, Debuffs or even healing.

Thanks for reading.

"Walking down the street and you hear that heavy beat. You can't help but walk your feet, down all the way 'til we meet"~

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Jazzhands wrote:
Jazzhands wrote:

An aiding music power would be my suggestion. If it´s Buffs, Debuffs or even healing.

Thanks for reading.

I love this idea especially since we’ve seen Lucio from Overwatch, Octavia from Warframe and a few others I’m sure. That being said, I can only assume abilities like this are especially difficult to implement.

There was that “Hip Hop” effect shown in one of the clips, it wasn’t exactly support, more so a crowd control ability.

Makes me wonder if they’ve already considered the idea of musical-ish powers...

Oooo, heavy

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Lucio is a good addition to

Lucio is a good addition to that. Thanks.
And yes, this Hip-Hop CC Power are lifting my hopes, didn´t mention it here, so another good addition.

"Walking down the street and you hear that heavy beat. You can't help but walk your feet, down all the way 'til we meet"~

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The hard part is the

The hard part is the synthesis of the notes, but I added it :p


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https://youtu.be/RibRB4UCRJI

See that big explosion attack at around 10-12 seconds? We need that!

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Think that falls under "beam

Think that falls under "beam from space?"


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Maybe, but no tech for it.

Maybe, but no tech for it. Though it could also look as if it forms from below and goes up!

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How about "Beam from ground"

How about "Beam from ground" works for simply summoning a beam too?


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I was thinking that size

I was thinking that size-changing heroes could be built as Stalwarts by adding Growth and Shrinking as animations: Growth would go well with “shrug it off” types, while Shrinking would go well with evasion types. Or would these qualify as Props, since they stick around after the power is used? They're not things that stick around, the way guns and swords are; but the result of the animation (becoming a giant or a midget) would stick around.

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Brand X wrote:
Brand X wrote:

See that big explosion attack at around 10-12 seconds? We need that!

That looks a LOT like an orbital laser from CO. I like it, but never got to play it.
Devs, this is something that would be way cool.

I'm thinking of a ranger who has no powers but a radio and a satellite he hijacked.

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Dataweaver wrote:
Dataweaver wrote:

I was thinking that size-changing heroes could be built as Stalwarts by adding Growth and Shrinking as animations: Growth would go well with “shrug it off” types, while Shrinking would go well with evasion types. Or would these qualify as Props, since they stick around after the power is used? They're not things that stick around, the way guns and swords are; but the result of the animation (becoming a giant or a midget) would stick around.

I like this too. Growth from one body type to another. It wouldn't be a combat animation but a costume change animation.
It would enable the hulk, the mini hulk, and even Ranma animations. any body type already in play would be available for this transformation. All you need for it to work would be two costume slots.

Could a programmer chime in and say if this would be too difficult to program?

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Cyclops wrote:
Cyclops wrote:
Dataweaver wrote:

I was thinking that size-changing heroes could be built as Stalwarts by adding Growth and Shrinking as animations: Growth would go well with “shrug it off” types, while Shrinking would go well with evasion types. Or would these qualify as Props, since they stick around after the power is used? They're not things that stick around, the way guns and swords are; but the result of the animation (becoming a giant or a midget) would stick around.

I like this too. Growth from one body type to another. It wouldn't be a combat animation but a costume change animation.
It would enable the hulk, the mini hulk, and even Ranma animations. any body type already in play would be available for this transformation. All you need for it to work would be two costume slots.

Could a programmer chime in and say if this would be too difficult to program?

They've already said there won't be any change animations during combat, but I think that was specifically talking about costume changes. If the costume is the same, just the size of the character is changing...that might be a whole different story. Though, I don't think you are talking about only* changing size and no costume changes?

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I was speaking specifically

I was speaking specifically of size only. Colossal and miniscule heroes and villains are a staple of superhero comics, and I was hoping to find a way to work them into City of Titans. Some of that can be managed just by designing an Avatar that's unusually busy or small; but what about Ant-Man or the Atom, who shrink and grow in the middle of action sequences? That's why I was thinking of it as an animation or prop, tied to protective powers.

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Dark Cleric wrote:
Dark Cleric wrote:
Cyclops wrote:
Dataweaver wrote:

I was thinking that size-changing heroes could be built as Stalwarts by adding Growth and Shrinking as animations: Growth would go well with “shrug it off” types, while Shrinking would go well with evasion types. Or would these qualify as Props, since they stick around after the power is used? They're not things that stick around, the way guns and swords are; but the result of the animation (becoming a giant or a midget) would stick around.

I like this too. Growth from one body type to another. It wouldn't be a combat animation but a costume change animation.
It would enable the hulk, the mini hulk, and even Ranma animations. any body type already in play would be available for this transformation. All you need for it to work would be two costume slots.

Could a programmer chime in and say if this would be too difficult to program?

They've already said there won't be any change animations during combat, but I think that was specifically talking about costume changes. If the costume is the same, just the size of the character is changing...that might be a whole different story. Though, I don't think you are talking about only* changing size and no costume changes?

I should have been more clear. I was discussing costume changes only, not combat animations.

Dataweaver is addressing combat animations. I would call it the "elevator" animation pack. a toon gets as small as allowed and grows to hulk size while tossing a punch. I would use Super strength with that to utilize the knock back or knock down features to really make this set pop.

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Not even necessarily with

Not even necessarily with attacks. The sample powers for Super Agility include Deftness, a power that you toggle on and maintain. When using the Shrinking animation with it, toggling it on would trigger the animation and reduce the Avatar's size for as long as it's maintained. Likewise, Invulnerability has an Indestructible toggle that could be linked to a Growth animation.

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I don't think changing the

I don't think changing the size of the rendered character would be a problem. We have already been told that a larger and a smaller character have basically the same amount of computational requirements, the only difference being the size of the polygons, not the number of them. So changing the size when under the influence of a buff or debuff seems to be an academic exercise.

One obstacle would be calculating emanation points and all the other graphical hiccups that would result when the game thinks your character is one size yet renders it another. Things like beam attacks or movement speed are what I'm thinking of here, as well as other interactions with the game environment, like switches, etc. I would hope there is a way to make sure that graphical associations of powers and power effects can also be adjusted to the respective sizes of the rendered characters.


I like to take your ideas and supersize them. This isn't criticism, it is flattery. I come with nothing but good will and a spirit of team-building. If you take what I write any other way, that is probably just because I wasn't very clear.
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Added "shrinking/growing mid

Added "shrinking/growing mid-attack" but we've basically been given a hard "no" on this one before :(


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Emanation point and following

Emanation point and following animation. Firing a blast from the back of your hand like so:

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stuff relating to this https:

stuff relating to this https://tvtropes.org/pmwiki/pmwiki.php/Main/SherlockScan and this https://tvtropes.org/pmwiki/pmwiki.php/Main/HyperAwareness , stuff like mathematical symbols floating around your head while you look like you're thinking heavily.

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Cyclops wrote:
Cyclops wrote:

Emanation point and following animation. Firing a blast from the back of your hand like so:

Similarly, middle finger blast ;p


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"I had no idea it would do

"I had no idea it would do that."

Foradain, Mage of Phoenix Rising.
Foradain's Character Conclave
Millennium City Refugee.
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Animation for a ranger: a

Animation for a ranger: a flurry of daggers. Here they are part of an aura. But tossing out a cone or wave of daggers would be a cool replacement for a standard ranged attack.
Summoned daggers, glowing daggers this would be Way cool.

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me likee

me likee

could also be used for darts and spikes


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And I love that belt too

And I love that belt too

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Cluster of a smallish object

Cluster of a smallish object as a projectile option would be very nice to have. Adding on the projectile trail, possible auras, and/or particle effects you would be able to make them look like effectively any variant.

Also, the way she is holding them like that could probably be made into a prop.

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animation substitute for

animation substitute for super speed or even just running: SKATING!

we skating with skates, or big wheels on your feet.
the same skating without wheels, with an electric/sparking aura around your feet.
the above with no effect other than leaving a trail of ice in the street. (your feet generate the ice you are skating on.)
You can do the same thing with FIRE leaving a burning trail.

A powerslide like we had in COH. Surfing along the street.
similar to a powerslide, is a simple skateboard. or even a surfboard. street surfing.

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Added "skating in place of

Added "skating in place of running"


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The other day I was thinking

The other day I was thinking about a couple of non-conventional animations. The first would have very little movement. Basically they would just turn and look at their opponent. That would be the extent of the animation. Think of a Psionic who turns to look at you and unleashes a telepathic assault, or a telekinetic who is floating along and his opponents are getting hit by an invisible force, or probably my favorite, an android who looks at you and beam from the sky hits you. Kind of the orbital cannon concept. Of course this would only work if you could have the emanation point of your powers be the sky, which I think would be pretty cool.

The second one is a non-contact animation. Start by using an animation for something like Tai Chi and allow it of ranged attacks. That way people could use an emanation point on their character and it would look like they Tai Chi was causing the beam attacks. You could also apply this for close combat, but have it so the character never actually makes contact with their opponent. That way it would look like their chi, telekinesis, or whatever force you wanted to describe it as was causing the damage or effect.

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zyric wrote:
zyric wrote:

The other day I was thinking about a couple of non-conventional animations. The first would have very little movement. Basically they would just turn and look at their opponent. That would be the extent of the animation. Think of a Psionic who turns to look at you and unleashes a telepathic assault, or a telekinetic who is floating along and his opponents are getting hit by an invisible force, or probably my favorite, an android who looks at you and beam from the sky hits you. Kind of the orbital cannon concept. Of course this would only work if you could have the emanation point of your powers be the sky, which I think would be pretty cool.

The second one is a non-contact animation. Start by using an animation for something like Tai Chi and allow it of ranged attacks. That way people could use an emanation point on their character and it would look like they Tai Chi was causing the beam attacks. You could also apply this for close combat, but have it so the character never actually makes contact with their opponent. That way it would look like their chi, telekinesis, or whatever force you wanted to describe it as was causing the damage or effect.

this video shows that we can already use melee animations for ranged attacks, and this was way back in the day

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I love it! Another step up

I love it! Another step up from The Snap. An enemy so powerful he looks at you and you're in pieces.

I think we're good on Tai Chi beam attacks.


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Added Scrapmetal Junk peices

Added Scrapmetal Junk peices for my future ferrokinetic :)


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I would like to see some of

I would like to see some of these animations:

Singing
Screaming
Playing some instrument (guitar, violin, etc)
Drawing something in air (with a pen or similar thing)
Making various forms with the hands (heart, triangle, etc)

The first three things might be already mentioned like... A thousand times. So... Yeah

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The way the pentagram circle

The way the pentagram circle appears in this video, best seen in the last 10 secs since they slow it down there:

Of course not limited to just pentagrams but most summoning/magic/energy circles. A variation could be to just have one "front" sweeping around in a full 360 instead of segmenting it into several (five for this video) segments that go in parallell with each other.

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Got 'em, actually didn't have

Got 'em, actually didn't have screaming, singing, painting or hand signs, easy to miss obvious ones :p

Added "runes/pentagram" for disciple Pooh there :p


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animated hair is already on

animated hair is already on the books, so sayeth the devs.
That is mostly bouncy hair.
I suggest other forms of animated hair that does not need a skeletal bone to move.
Fire hair (and sideburns!)
likewise tentacle hair that moves on it's own, and
regular hair that moves like it is under water.
Tentacle hair can be seen on the costume thread last page...it would also work great for a medusa's snake hair.

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So...like...to attack with?

So...like...to attack with?


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desviper wrote:
desviper wrote:

So...like...to attack with?

Bringing new meaning to the "my head explodes" attack ...


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https://getyarn.io/yarn-clip

https://getyarn.io/yarn-clip/530ca61d-4663-422c-84f1-5c7811204bfb

I think that is supposed to be the targets FX rather than the casters.

(at)Roxanna - Little Sister - Plutonium Bloom - MilkShakes
Triumph
Guardian
Virtue

Dev Tracker: http://cityoftitans.com/forum/fixing-dev-digest
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I suggest animating ranger

I suggest animating ranger attacks through martial arts move...like Avatar. Fire, Earth, Air and Water, and others....the same moves could be used by all of them.

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I'd like to see my character

I'd like to see my character doing random windmill motions with his arms.
Or do the helicopter, as an emote. That would be funny.

Other things, more serious, would be a simple snap.

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Cyclops wrote:
Cyclops wrote:

I suggest animating ranger attacks through martial arts move...like Avatar. Fire, Earth, Air and Water, and others....the same moves could be used by all of them.

I'd love to have animations like CoH's Dual Pistols, while not having the pistols :)

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Cyclops wrote:
Cyclops wrote:

I suggest animating ranger attacks through martial arts move...like Avatar. Fire, Earth, Air and Water, and others....the same moves could be used by all of them.

I think the Devs have already confirmed this :)

I'll add Helicopter and "toss weapons before using"


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I always thought it was on

I always thought it was on the list, but I'm just going to throw out, dual wielding sword animations. Animations that use both weapons together, instead of one arm doing something, then the other arm doing something, then maybe an attack with both every now and then.

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In Props I've got "twinned

In Props I've got "twinned weapons"


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An open palmed slap to the

An open palmed slap to the face. I wanna show up to the raid all like

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Added! Should've thought of

Added! Should've thought of that one


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Trench coats need a separate

Trench coats need a separate animation that uses the bones for cape animation. Cause a trench coat can billow too if it is open.

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Yeah, here's hoping CoT's

Yeah, here's hoping CoT's dusters are better than CoH's.

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Bullets as a particle effect

Bullets as a particle effect

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See, easy to miss obvious

See, easy to miss obvious ones :)

Added bullets, beams, and arrows.


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thenks

thenks

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Silly String!

Silly String!

Be Well!
Fireheart

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Added :p

Added :p


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Howzabout tail whipping

Howzabout tail whipping animations and shooting from tails, for tails with guns.

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They've taken a humanoids

They've taken a humanoids only stance but I'll add it for future issues


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Hidden blades like the

Hidden blades like the Assassin's Creed franchise

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/dance

/dance

Additional commentary would be superfluous.


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Redlynne wrote:
Redlynne wrote:

/dance

Additional commentary would be superfluous.

Awesome! We need the dance and the music.

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Hidden blades would be a Prop

Hidden blades would be a Prop and /dance would be an emote :)


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well not really. Props are

well not really. Props are for things you hold in your hand. hidden blades appear and then disappear so they can't be props.

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I'll go add it there ;p

I'll go add it there ;p


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kay thenks

kay thenks

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Was already there but I

Was already there but I upgraded it to "common"


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oh

oh

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notears wrote:
notears wrote:

well not really. Props are for things you hold in your hand. hidden blades appear and then disappear so they can't be props.

So... by that statement a floating orb (shoulder kitty style) wouldn't be a weapon since you never take it into your hand?

My understanding is that props would be more accurately, though maybe not best, described as battle implements rather than handheld weapon.

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Yeah Props aren't necessarily

Yeah Props aren't necessarily handheld, but they do disappear and reappear to some extent.


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well then.... never mind...

well then.... never mind...

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For spell casters. A big book


For spell casters. A big book you can carry, it should have accessories where everyone can be unique.
Animation: The book opens and floats while your avatar uses both hands to cast a spell.

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"Floating book" added under

"Floating book" added under entities :)


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