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Thread: Quick-Crit 2011

  1. #31
    A V A L O N TeeKup's Avatar
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    Re: Quick-Crit 2011

    regular fire seems like it needs more "oomph" to it. The burst fire seems good though.

  2. #32
    Posts, posts EVERYWHERE! Warsaw's Avatar
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    Re: Quick-Crit 2011

    Yeah, pistol slides whip back so fast you almost don't even see it. Almost, though. You can see it, just not so clearly.

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  3. #33

    Re: Quick-Crit 2011

    Actually I always slow down the cycling in my animations a little bit. I like it to be very visible
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  4. #34

    Re: Quick-Crit 2011

    Quote Originally Posted by Warsaw View Post
    Yeah, pistol slides whip back so fast you almost don't even see it. Almost, though. You can see it, just not so clearly.
    Also depends upon the pistol. 1911 actions are much slower than beretta 92's.

  5. #35
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    Re: Quick-Crit 2011

    True. But it also depends on what manufacture of 1911 you are using. Some have lighter slides and/or heavier recoil springs. It's quite variable. I just feel like that animation was too slow even for a 1911.

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  6. #36
    Splendid! ExAm's Avatar
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    Re: Quick-Crit 2011

    Having fired a 1911 myself, the slide is still a lot faster than in that video. Pistols should recoil with a quick, jerk-snap motion in the hand, as well. By no means should it be a smooth motion. Recoil needs to be a visceral experience for the player, it makes shooting more fun. Bad company 2 is a great example of this.

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  7. #37

    Re: Quick-Crit 2011

    Jesus christ guys. I told you I slow it down intentionally.

    And ExAm, there is so much more to the "experience" than animation. If you looked at bad company 2's pistol firing animation, the recoil is extremely light. Its the sound, camera wobbling, particles, and environmental effects that make the "experience". I cannot capture all of that with animation alone.
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  8. #38

    Re: Quick-Crit 2011

    I also don't understand why gaming companies don't add random movement to the shooting (moving the arm up / down / left /right)...or even better to every animation. Imagine a fighting game where all animations look unique

  9. #39
    Splendid! ExAm's Avatar
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    Re: Quick-Crit 2011

    Quote Originally Posted by ICEE View Post
    Jesus christ guys. I told you I slow it down intentionally.

    And ExAm, there is so much more to the "experience" than animation. If you looked at bad company 2's pistol firing animation, the recoil is extremely light. Its the sound, camera wobbling, particles, and environmental effects that make the "experience". I cannot capture all of that with animation alone.
    Sure, but the slide pops back into place at the right speed. I'm not saying it should be heavy, it should just be quick.

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  10. #40

    Re: Quick-Crit 2011

    Quote Originally Posted by Patrickssj6 View Post
    I also don't understand why gaming companies don't add random movement to the shooting (moving the arm up / down / left /right)...or even better to every animation. Imagine a fighting game where all animations look unique
    It might be interesting if done via overlay, but when firing in fully automatic you are essentially repeating one animation over and over in quick succession (usually), or in the case of your idea it would be multiple animations. Therefore it could come out with some jerky results if animation A following animation B is the "opposite" of its predecessor. If that makes any sense. Basically it could be done, possibly should be done, but it seems like most devs don't want to bother with making it seamless.
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