82 thoughts on “>we want the coomer audience”

  1. There is a good chance that the people in this thread and every other thread that post the coomer 2B art never played the game.

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  2. Why Studio FOW movie was such trash? They had literally a perfect material for a porn movie and yet they fucked it up so bad.

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  3. >just enough tidy windows to see the goods
    >stylish design with optional coomer ass
    >black and white so it always looks good in any lighting condition
    >covers almost her entire face so ugly slagathors can cosplay her with ease
    It’s the best character design known to man

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  4. >we want the normal human audience that likes the female shape and form and not the 1% la creaturas that complain about video games but never play them

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  5. I played the game for 10 hours and my opinion at this point is that the game is overrated. Anyway, I still haven’t figured out how to get the skirt off this bitch.

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  6. it worked, thanks to yoshida over 4 million people bought this mediocre pile of garbage and think it’s the best game ever made

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  7. why can’t characters perfectly walk up stairs? they always miss steps or end up hovering for a bit and every single time i’m fucking annoyed

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    • it’s really important (especially in action games) to make sure that input from the player has as consistent a result as possible, because it’d be annoying if tilting the stick halfway meant jogging on flat surfaces but only walking up stairs since the character has to appear more "careful" and usually takes shorter strides going up stairs. so, player movement is usually handled pretty directly between an input device and the game engine’s player character class, with some extra steps that are invisible to the player. the result of that is having to make animations and modifications to those animations follow the character’s logical movement that’s usually defined by an invisible collision capsule.
      what I’m saying is that walks, runs, and the in-between jogging anims are made for flat surfaces, and slopes/stairs/holes complicate things. IK (inverse kinematics) are the way to handle that for now, which just involves a calculation to find the distance between the last bone in the character rig (the foot) and the floor, and to try to translate that bone to contact the floor. It looks janky as fuck sometimes though, since it can bend the other bones further up the chain in weird ways like

      yeah

      that’s also why stairs are commonly very fuckin wide, to accommodate space for IK to happen without the character having one foot on the ground and the other on the top step

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    • Read up on how much time, effort, and math it took to do some of the first inverse kinematics coding to make feet actually go up stairs.
      Half Life 2 has a write-up on how they basically spent 90% of the time coding movement on just getting feet to align with the ground on angles and stairs.

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      Alias on the original Xbox had a perfect unique animation for stairs, look up some gameplay on youtube

      based stairchads

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