Update #3 - Character Selection Screen

The Brain Freezer
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How many updates do I want to what?
I think he is asking how many updates will be out.

Again, I love this character menu.

Other suggestion: The grass on the right, that stretchs when the char powers up - make it stretch less. :fight:
 
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Tomek is asking how many updates do you have planned for release.
There will be no ther relesh havent you guys READ OPEN BETA FINAL, means that is the final version of open beta all of the new stuff will be in the hole game 1.3
 
The Brain Freezer
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John I think he means the week INFO updates, not to the game it self.
 
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Yea Snowm@n is right. Sorry for my english :p I want know how many changes they want to realise in ESF 1.3 Final
 
whereswarren (King_Vegeta)
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Jeice model still looks pretty sub par.
 
whereswarren (King_Vegeta)
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Lol yeah I'm baked off my tits. That model is infact perfect.
 
The Brain Freezer
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The only not so good thing is that he is even bigger than recoome. "sorry I have heighs"
 
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Nice work on the character selection screen -- more eye candy to polish up an already promising 1.3 release.
 
ANBU
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A good background music and graphic,sounds effects would be nice for this character selection screen!:)
 
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wold be cool if the ring tiles remained in the air as long as the powerup button is pressed, and if the characters wold actualy move theyre mouths so they can match the tount, that wold be awsome
 
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well good lip syncing on HL is asking a lot :p
 
whereswarren (King_Vegeta)
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The engine has got nothing to do with it.

Get the audio, map out the points on a timeline when the mouth should be in certain key poses (Eg: Silence = mouth closed, Noise = Mouth open - Very crude I know but it's just an example). Take those keys and transfer them to keys in the animation over the same time period.

Not so ****in hard, is it?
 
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The engine has got nothing to do with it.

Get the audio, map out the points on a timeline when the mouth should be in certain key poses (Eg: Silence = mouth closed, Noise = Mouth open - Very crude I know but it's just an example). Take those keys and transfer them to keys in the animation over the same time period.

Not so ****in hard, is it?
The hard aprt is getting DT to do it ;-)
 
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There actually is build-in crude (as in opening of the mouth is proportional with volume of the speech) lip-sync in the hl-engine. I thought we had that working at some point too. If not, it's relatively easy to code it ourselves. Truly animated lip-sync will look better, but that's a massive amount of work for faces you won't see that often.
 
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Dudemeister
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but that's a massive amount of work for faces you won't see that often.
Unless you do a little sum sum for the advanced fighting mode.
 
Dudemeister
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sum sum = something, the num num version
 

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