![]() Work in graphics vectors or something, turn your drawings into squashed 3D models like Game & Watch, IDK how that stuff works for ya'll. Program based Non-post processing interpolation CAN be an effective tool like digital coloring and digital drawing styluses.ĢD Animation program designers, integrate this into your workflow somehow. Please, 2D animators, be open to trying new technological animation advancements IN ADDITION to the old Disney "12 principle" style traditions. ![]() Shooters have lived this life for 20+ years, even with P2P. It has super low lag and animates with unlimited smoothness. 60fps players and HFR players can co-exist like they do in other games. This works online with Tekken's wacky netcode. Please fighting game developers, pay attention. Namco Bandai's animators, the cold soulless computer algorithms, programmer ingenuity and hard work, a blown open multi billion dollar game engine, a few memory hacks, and apparently $10,000+ in community donations for the overlay (? damn bro) gave me what I've been dreaming about for years but never thought would happen. I want everything to be in a game engine. Honestly I can't go back, this is a huge upgrade to the game.Ĭheap 2D/3D anime, sprites, motion flow, old ass arcade mentalities, SVP, stop motion, 100+ years of the troglodyte film industry, the slow ass tv industry, even Raytracing. Here's footage of a fight I did a few minutes ago: Here's an example of the new animation smoothing:īeware If you play online there's a chance that fights are cancelled more easily (sadly this is an issue even without mods) but most of the times it worked fine (I also assume the opponents connection is not stable enough in some way). Your execution and reaction times improve and it's just so much more fun to play the game. Online is much more tolerable due to the heavy reduced amount of lag. It heavily improves fps, latency, visual quality and many more issues the game has since launch. The TekkenOverlay mod is a tool that contains a ton of useful features and the newest version contains animation smoothing for unlocked fps. The devs never really addressed the biggest issues and even made some things worse due to cheap dlc characters and terrible balance decisions. You can find more information about Tabs' new Palette Swap pack on his Nexus Mods page.Playing a fighting game (especially without good rollback netcode) is a pain and often you get frustrated and annoyed by the amount of bullshit that is online. ![]() The future of turning Marvel into a custom platform is basically here now, and the new age of UMvC3 seems to be upon us. Just because Tabs has reached a 1.0 release of his mod pack doesn't mean work on it as complete, so we can expect to see more fighters and features added down the line. You've got Street Fighter characters like Rashid, Ken, Shadow Lady and Cammy making up the first 2 rows of the Capcom side while X-Men like Cyclops and Psylocke make up the top row of the Marvel page. The mod characters are also loosely grouped depending on their source material. uses the clone engine to move all the chars to custom slots. Unfortunately, this method currently means you can't see where the characters are put on the select screen below the base roster, but you can still see their names and silhouettes - plus there's an included image that shows their order.Ī real, genuine 1.0 - never thought the day would happen. In practice, this means all 30 of the modded characters can be found below the existing character select screen. This is achieved by moving the mod characters to their own unique character slots and making them their own separate entity. Using the new mod pack allows players to pick all of the custom fighters without losing access to their 'original' counterparts.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |