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We have released Shinobi Life Online Pre-Alpha Version 1.1.0.0! This update features Earth Release: Earth Dome Jutsu, Aiming Mode and more! Try it out and tell us what you think.

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Messages - mattaleks

Pages: 1 2 [3]
31
Shinobi Life Online Organizations / Re: THE VEGAN UCHIHAS
« on: June 17, 2016, 19:32:44 »
Can I be a vegan bodyguard

32
General Discussion / Re: General disscusion
« on: March 02, 2016, 17:34:35 »
@child_emperor it is not true that it will be unfair for the ones that will not have that technique.

1. Everything, no matter how tough it looks, has a weakness.
2. I'm sure the devs will make it fair.
3. The two things this MMO is inspired from is Real Life and the Naruto world, both are unfair, you don't see everyone running around with sharingan and/or Susanoo in the anime, same applies to the real world, it isn't fair, deal with it.

The strong survive, don't leave the safe zones unless you are ready to take on people that are stronger than you. Of course you can be attacked when you least expect it, but you need to be ready at all times in such an area, atleast in won't be a one hit kill :P you'll have a chance to escape/kill the one attacking you, plus you rarely do inter-village travel in such a game unless you're rogue, which we are, and we need to accept the risks, I doubt people with such high level techniques will give a shit about nubkilling.

1. Okay, you're talking about things that can only happen in an anime now lol, please explain to me how a stats buff and special skills such as the Susanoo (in-game) can have a weakness? The only time that would lose is if the opposition has higher stats that can stand a chance and beat the user with Susanoo.

2. I hope they put something in place and make the game fair.

3. The Susanoo is unbeatable, therefore if that same logic applies in-game, it automatically becomes unfair.

im sure we will have some type of jutsu/skill similar to the susano'o but balance will always come first before realism. nothing will be unbeatable

33
Introduction / Re: Yo
« on: February 26, 2016, 04:28:26 »
hi:D

34
Shinobi Life Online Discussion / Re: SLO Comics
« on: February 17, 2016, 04:11:11 »
these are hilarious:P

35
3D Modeling / Re: Matt's Hotbox
« on: February 16, 2016, 14:37:05 »
looks sick af! nice work, keep it up  :P

Better explanation. Every polygon in the police academy w/e looks angular, as if someone didn't use smoothing groups. I think it's visible in the hilt of the katana also. It's off putting.

I think that the police station was meant to be like that. You can see that there was applied some smoothing on the sides of the building (where the shurikens are). But, yeah some of them don't have it like the bench or the barrels.

 [Cleared the first statement. Understood what you were saying there] 
I don't believe that the building was meant to be so unnaturally sharpened unless they just decided to half-ass it and not use a high poly to create the proper
normal map for the building. Quite literally everything that is a rounded surface is sharp which is quite the eye-sore. It evenshows in the textures. It's as if someone went into
Substance Designer, created and SBSAR and slapped it on. If every other building example where similar, I'd of not poked at it, but it's just entirely too inconsistent and contrast
riddled.

Forgot to tell you to never mind what I've said there, sorry. I haven't seen the first photo of the police (where it can obviously be seen the faces of the polygon and its edges).

Smoothing groups is on, sometimes the SSAO in quixel shows the edges on the model (noticed it when i was working on the barrels so i turned it off) and we are trying to keep the poly count to a minimum. Also some of light angles i have it set to when I take the pic has an effect on how you see the normal map

36
General Discussion / Re: Shinobi Life Online selfies!
« on: February 11, 2016, 14:06:30 »

37
3D Modeling / Matt's Hotbox
« on: February 07, 2016, 00:31:43 »
Models by Raf
Concept Art by Aaron
Textures by Matt

Ill be updating this thread every week







































Pages: 1 2 [3]

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