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Topics - Kakashi Natsu

Pages: [1] 2
1
So, not sure if this has been talked about, but I've only seen posts suggesting doing the Jutsu multiple times or practicing those to improve the chakra usage or the damage. Here's my suggestions and why.


1) Doing the handseals themselves while doing the jutsu improves the chakra usage. So the Jutsus are based on Handseals, (duh), and what do the handseals do? They mold the chakra. Hence why some Jutsus only require 1 hand seal for Fireball, while initially needed 3 (if I recall). So instead of making the proficiency in the specific jutsu, make the proficiency in the handseals as a sort of level (Level 1 proficiency) or point system (Use of point system in next point).


2) Add a proficiency for "seal-to-seal".  This will help fix an exploit where someone cant just spam one handseals, then another, and then when they combine them, they are already proficient in that. There was a post where someone suggested the Jutsus be capped to the chakra usage and if someone tried to use it without the reqs, they either couldn't do it or it would be weakened. That makes sense, but in my opinion for ease of setting requirements for every jutsu in existence, its based on a level of proficiency between the Jutsus (like a multiplier almost). If there are 3 handseals needed to do bullet shark for example, the three handseals would have to multiply to or add to 100 lets say. So Hand seal 1 x 2 x3 = 100. And that 1 x2 is the proficiency that I talked about in the beginning of Point 2, and 2x 3 being another proficiency. Using a group based Table would make it fairly easy to implement. So if Someone weren't to meet that 100 proficiency number, their damage would be scaled to that, linearly or logarithmically. If their higher, they could do more damage or it could have less chakra usage which seems to be what the show implies by using 1 hand seal rather than 3 for the Flame Thrower Jutsu


Why would this be a good suggestion: Learning Jutsus and getting stronger in them would seem redundant if yore only learning the next one to meet a requirement, then going to that one and abandoning the previous one or getting distraught that all your hard work in learning one jutsu doesn't translate to a similar one where its only one hand seal more. By this method, it would incentivise the user to still practice the Jutsu but they are more learning to improve their 'Molding' of the chakra rather than a memorization. It can also be tied to villages style where you may use certain handseals more for Fire or water but that's a whole separate topic.


Thanks for reading.

2
Programming / Unity TryToAddPlayer() Not working
« on: February 05, 2018, 23:40:21 »

So the basic idea is to have the players be added into the game, not added to a lobby, everyone ready then the server closes and adds everyone in.


I'm trying to add players after the server, supposedly closes. I am using unity's lobby manager. When i make a game (Matchmaker), everything is working. But when everyone clicks ready, no one can join the room after that. so everyone who is in there, that's it. Even if i can hold 10 players in the room, i cant add players even when I'm not at 10 players.


Anyone know anything about adding players after lobby has started?

3
3D Modeling / Kakashi's Models
« on: April 03, 2017, 15:47:45 »
Here are some buildings I made.




-----------------------------------------------------------OTHER MODELS MADE BY KAKASHI NATSU----------------------------------------------------------
Website to view my models that i have shown in SLO:


https://jetfire.imgbb.com/

4
3D Modeling / Berserker Sword Breaker
« on: April 02, 2017, 23:54:07 »
Any Suggestions on what i should make next? (will put more snapshots of this sword.


Usage:
Two Handed Sword used by only the strongest of shinobi. This sword when swung, if makes contact with another sword, can potentially shatter the sword if the berserker sword is infused with chakra. If it does not shatter the sword, it will push the defending shinobi back if they themselves arent injuied by the force.






5
3D Modeling / More Complex And Realistic Lamp Post(With Reference)
« on: April 02, 2017, 01:02:22 »



Reference





Yes I know, I have to rotate the lamp body, and yes  iknow the lamp is suppose to be resting on a SQUARE block... but
Spoiler: show
fuck that
. I was too far in the project to make it a square so guess its a circle. Gonna add the textures now.
this is phase one btw.


Vertices: 784, Faces: 703, Triangless: 1,531


Time to Complete Phase One: 1 Hour


Time To Complete Phase Two (Texture): 3


Time To Complete Phase Three(Lighting and Finishing Textures): None








Textured Version:
 

6
3D Modeling / SIMPLE Lamp Post
« on: March 31, 2017, 16:54:19 »



I know its kinda mismatched but i was working with textures and i also was working on material assigning. Hope you guys like it.


EDIT: MADE A BETTER TEXTURE THAN THIS CRAP I USED!! (Voroni Texture FOR THE WIN!!!)



7
3D Modeling / Shuriken Model with Voroni Texture
« on: March 31, 2017, 02:46:27 »



Tell me what you guys think!! All feedback is appreciated. Also anyone know how to get the edges illuminated as well. I can't seem to get them illuminated.


8
3D Modeling / Katana Model.
« on: March 28, 2017, 18:42:50 »
Hello I know i had an issue with the model, but i'm good. So here are the pictures of the katana, A full body shot (missing handle wraps) and the handle with the wraps. If anyone wants to help me improve the material and shading, PLEASE EMAIL ME TO DO SO. Don't worry, this is my website, no ads nothing. All it will show is a file with 2 pictures. That way i don't have to compress the image and make it smaller. Enjoy.
Before                               




After

9
There is an issue, if you can see, where the preview rendered view can see the diamonds i nthe handle, yet the Final rendered view can't ? Why does this happen? Any help would be fantastic.





Also, besides the problem, what do ya guys think of the katana?

10
Programming / Recursion Program.
« on: March 25, 2017, 02:56:41 »
So a friend asked me to help him with a program using Java. SO being a good friend, i did. Unknowingly i got myself into a heap of trouble... getting into recursion. Now for some of you, you may not know what recursion is in programming. Well here is an example of a factorial.
[/size]
[/size]
Code: [Select]





//will return an integer
number = 0;


Integer factorial(integer n){
if(n==0){
return number
}
number = n*factorial(n-1)




}
//lets call up this routine
factorial(3)
//this is 6 btw.



[/size]
[/size]So This is a simple version of a recursive program, where in the program itself, it calls itself up. Confusing but very helpful when it comes to path finding. For those that have a JDK and can run Java. To see the program i helped my friend with, click on the zip folder->https://jetfire3201.000webhostapp.com/ and run it in netbeans or eclipse. Main program is in Easterbunny.java.

11
Technical Support / Infinity Chakra
« on: March 22, 2017, 18:54:47 »
Before i encountered the infinite chakra, i was expereincing a MASSIVE Chakra bug, it will take away my chakra, refill it, take it away, refill, over and over. So i took this video to show the bug. Look at the chakra bar.


View My Video

12
Shinobi Life Online Character / Takaoki Akaihono
« on: March 09, 2017, 15:50:55 »

Name: Takaoki Akaihono
Age: 25
Gender:Male
Height: 5'7"
Weight: 120
Hairstyle: Long Spiky hair
Facial hair:
Hair color: Red
Eye color: Red
Blood type: O
Primary chakra nature: Fire
Hidden Village: Kazangakure
Clan: Agni
Good or evil at heart?: Good


Description of the character's personality:
Cool, Calm and Collected. Takaoki will think a lot about how to go about attacking. He will not attack head on but will stay pretty distant to prevent being injured. He is vulnerable to friendship ties. He will fall to pieces if he is tormented with being alone. Hence, Genjutsu will be very effective on him.


Description of the character's history:


Takaoki was born in Kazangakure. He was born to two non-shinobi parents, but somehow he was born with the gift of fire. As soon as he could go to school, he went to the library and learned all that there is about fire techniques and how to make your own. He started to develop his own style, taking ideas from dragons and how they fought. When he showed his parents what he has learned, they were angry, for they want him to not become a shinobi, so they shunned him from the family. So he left the village, with a pained and cold heart. He learned how to control his abilities even further. After years of training, he went off to other parts of the world to learn different styles of fire and hoping to ind peace. He learned how to use his fire to heal, and to also absorb it. Even after many years of being away from home, he yearned for a home and a family to come back to. After many years of traveling, he comes back to his home village but learns that his parents have died in a house fire. Torn from the sudden news, he goes into solitude to pray to God, Agni, to help him overcome challenges such as these and more. That is when he develops the Eternal God Fire World technique and Fire Scorch Inferno healing technique. He also discovered a clan who also prayed to the same God as him. So he decided to join this clan as an adopted child. They accepted him with open arms. After many years of being alone, he now feels as if he now has a family to come home to. Through this new feeling of belonging, He gets stronger knowing that he has to be able to protect his new family of brothers and sisters. Although he has a family, he is still tormented by the death of his parents and his banishment. He is afraid of being alone and soon finds it necessary to be around people to quench the darkness and coldness in his heart. But through his friends and God, he fights on and is now the man you know today.



13
Hello guys,


I have checked youtube, unity and other sources to see if i can get some answers. But there really aren't any tutorials for what i need.


I have a character that i have animated and i have baked pose for root transform(y) for the animations i have,that way regardless of the animation i play, he will always be touching the ground according to where his feet are. The only issue is, how would i go about attaching a rigidbody so he stays on the ground via a Mesh collider for the collision. The rigidody is to keep him grounded while the collider is to stop him when he is on the ground. I attached both, but he just falls through the floor when i click play. if he has neither he runs the animations like he is suppose to(moving based off the animation, did not loop pose), feet touching the ground or not depending on the animation. Does it have to do with Convex or something?



if i attach a box collider with a rigidbody, he stops falling and its fine, how would i do it with a mesh collider. note: the mesh of the colldier is not the whole body. i have separet meshes for each part. shoes, hair, body etc.


if you want a video or something, i can provide one.
(No question is a stupid one, only a stupid answer)


14
Programming / Any issues changing from Unity 5.3 to 5.4.
« on: August 17, 2016, 19:10:26 »
Currently thinking of changing to the newest version of Unity, but concerned whether there will be compatibility issues in the transfer. I also have some confusion on (if idecide to install it).Do i delete and uninstall the setups, the downlaod assistants, basically anything that had to do with the install of unity 5.3? and when i go and install unity 5.4 (if it comes to that): Should i go to this: https://store.unity.com/download?ref=personal
or should i use this instead: https://unity3d.com/unity/whats-new/unity-5.4.0

15
Programming / Chase Script actual code c#
« on: August 11, 2016, 02:34:07 »
it goes haywire when it comes incontact with two players.
Modified(Edited code): enemy now goes unhuman speeds when he moves to the player, then he just stops..., moves out of his trigger box, moves back in again normal then it speeds up.

@Vreg

Code: [Select]
void OnTriggerEnter(Collider other){ //this will check what has entered the trigger


if (playerchosen) {

} else {
if (other.gameObject.tag == "Player") {
print ("player found");
playerchosen = true;
Player = other.gameObject;
}

}
print ("Player Chosen: " +playerchosen);

}
void OnTriggerStay(Collider other){

if (playerchosen) {
Vector3 direction = Player.transform.position - this.transform.position;
Quaternion rotation = Quaternion.LookRotation (direction);
if (rotation.x != 0) {
rotation.x = 0;
}
if (rotation.z != 0) {
rotation.z = 0;
}
this.transform.rotation = Quaternion.Slerp (this.transform.rotation,
rotation, Time.deltaTime + damping);

if (Vector3.Distance (Player.transform.position, this.transform.position) < 15) {
anim.SetBool ("IsIdle", false);
if (direction.magnitude > 1) {
this.transform.Translate (0, 0, 0.1f);
anim.SetBool ("IsWalking", true);
anim.SetBool ("IsAttacking", false);
} else {
anim.SetBool ("IsAttacking", true);

if (canAttack) {
print ("Before invoke");
canAttack = false;
Invoke ("waiting", 2f);
print ("After invoke");
} else {

}
anim.SetBool ("IsWalking", false);
}

} else {


}

} else {
playerchosen = false;


}

print ("Player Chosen: " +playerchosen);
}

void OnTriggerExit(Collider other){ //this will check what has left the trigger

if (other.gameObject.tag != "Player") {//if the game object that left was not a player

playerchosen = true;
} else {

anim.SetBool ("IsWalking", false);
playerchosen = false;
print ("Player left");
}
print (playerchosen);
}

Pages: [1] 2

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