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Thread: Paprium: The Official Thread Mk 2

  1. #11521
    Sports Talker Sarge's Avatar
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    Quote Originally Posted by djcc View Post
    The first scene is pretty jank.
    It looks to me like he grabbed an enemy coming in from off-screen, unless I saw that wrong.

  2. #11522
    Toejam is a wiener. SEGA-Jorge's Avatar
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    Quote Originally Posted by Ryoandr View Post
    8
    ( EIGHT )
    YEARS
    https://imgur.com/gqiXOy2
    He straight up said: "turn the enemies hit frame 90 degrees, then have tug play his jump animation"

    There is so much wrong here. Tug's hold is his block/taking a hit animation frame? I can't even right now...
    Amazed That enemy literally got sucked into a forward throw from behind Tug.

    I seriously don't think I can support WM again after this. It's going to take a lot.
    Last edited by SEGA-Jorge; 12-16-2020 at 06:30 PM.

  3. #11523
    Road Rasher paulojr_mam's Avatar
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    I think the game looks good. It's suspicious, though, that it's so little gameplay and then a lot of minutes of credits in this video. Also, I don't understand that grab which happens at the 1:17 mark, the enemy is behind the player character then he slides on the floor to be grabbed it's so weird.
    -Meu blog sobre Mega Drive/Genesis.
    - no youtube.

  4. #11524
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Kamon's Avatar
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    Quote Originally Posted by SEGA-Jorge View Post
    He straight up said: "turn the enemies hit frame 90 degrees, then have tug play his jump animation"

    There is so much wrong here. Tug's hold is his block/taking a hit animation frame? I can't even right now...
    Amazed That enemy literally got sucked into a forward throw from behind Tug.

    I seriously don't think I can support WM again after this. It's going to take a lot.
    I have a feeling that this is a result of the long dev cycle being heavily on the programming side. When all the artists had either finished or up and left and Fonzie began implementing everything there was probably quite a few moments where he had to patch animations up that weren't considered earlier with whatever he had on hand.
    Papriums assets appeared to be done far before the gameplay was implemented after all. Usual Dev cycles don't look anything like that, you need to be able to tweak and change things alongside your artists to get everything feeling right. That being said, critisizing the enemies being turned 90 degrees for throws seems a little unfair. I think the that sells the throw fine! I keep bringing this up but SOR uses tricks like this all the time so save memory and CPU cycles. There's a difference between creativity born out of limitation and poor design, this is the former. I'm with you on using the block pose though, that doesn't work
    Last edited by Kamon; 12-16-2020 at 06:48 PM.

  5. #11525
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    Throw anim is not even an anim, it's ONE janky frame, with feet off ground in a cartoonish way that convey no sense of power.

  6. #11526
    Hedgehog-in-Training Hedgehog-in-TrainingWCPO Agent Stifu's Avatar
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  7. #11527
    Nameless One Rapha7's Avatar
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    It's funny that Tug is supposed to be the bulky character, but I simply don't feel it. Judging by this video, comparing him to Max looks impossible.

  8. #11528
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Kamon's Avatar
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    Totally agree there. He just has bad poses for his frames, one frame can do all the lifting of the animation if it's a good pose! Signal in sor2 is a good example.

  9. #11529
    Hedgehog-in-Training Hedgehog-in-TrainingWCPO Agent Stifu's Avatar
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    Quote Originally Posted by Rapha7 View Post
    It's funny that Tug is supposed to be the bulky character, but I simply don't feel it. Judging by this video, comparing him to Max looks impossible.
    The fact that both male heroes have the exact same face doesn't help telling them apart either.

  10. #11530
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    Quote Originally Posted by TmEE View Post
    I wonder if I get to play this game and if the sound is anything like the stuff that came out the tools I made lol
    I've heard the original OST from a few years ago. From what I'm told it sounds "better" now. We'll see. But it has changed... from what I'm told.

  11. #11531
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    EIGHT YEARS (and a few minutes)

    with DATENMEISTER SOUND (be sure to enable sound)

    https://imgur.com/KBXXCR7
    Last edited by Ryoandr; 12-16-2020 at 07:36 PM.

  12. #11532
    Toejam is a wiener. SEGA-Jorge's Avatar
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    Quote Originally Posted by Ryoandr View Post
    EIGHT YEARS (and a few minutes)

    with DATENMEISTER SOUND (be sure to enable sound)

    https://imgur.com/KBXXCR7
    HAhah... The real gift of Paprium is that I'll never get tired of talking smack about it.

  13. #11533
    Nameless One Rapha7's Avatar
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    Guys, the video just got private. But I managed to see in the comment section that yannosh51, the one who posted it, said he didn't receive his cartridge yet and he couldn't reveal who sent the video to him. Most likely someone who worked on the game.

  14. #11534
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    Quote Originally Posted by Kamon View Post
    I have a feeling that this is a result of the long dev cycle being heavily on the programming side. When all the artists had either finished or up and left and Fonzie began implementing everything there was probably quite a few moments where he had to patch animations up that weren't considered earlier with whatever he had on hand.
    Papriums assets appeared to be done far before the gameplay was implemented after all. Usual Dev cycles don't look anything like that, you need to be able to tweak and change things alongside your artists to get everything feeling right. That being said, critisizing the enemies being turned 90 degrees for throws seems a little unfair. I think the that sells the throw fine! I keep bringing this up but SOR uses tricks like this all the time so save memory and CPU cycles. There's a difference between creativity born out of limitation and poor design, this is the former. I'm with you on using the block pose though, that doesn't work
    That's totally possible, either that or he ran out of VRAM to load tiles for new animation frames. Still if your character doesn't have a throwing animation, why give them a throw at all? It's like the game engine and graphics engine were done by different teams.

  15. #11535
    Hedgehog-in-Training Hedgehog-in-TrainingWildside Expert Kamon's Avatar
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    Oh for Christs sak- ITS OUT. How long is Fonzie going to keep pulling this crap? I'm half expecting him to threaten people for recording gameplay past stage 1.

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