Project Foxhound: Inspired By MGO2 (Continued)

Talk about our new, in-development game inspired by MGO2.
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[CG] Sub-Zero
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Project Foxhound: Inspired By MGO2 (Continued)

Postby [CG] Sub-Zero » Wed Mar 16, 2016 9:10 pm

Older progress of this project here: viewtopic.php?f=43&t=2335

Please refrain from referring to any ex-members of this project and continue with the discussion of furthering progress with Project Foxhound. Thank you.
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby KAZUMA » Thu Mar 17, 2016 6:22 am

Probably a good idea to:

1- Actually specify who are the EX-Members of the project, because some people still think they are THE developers and the other individual is a thief/liar/ignorant, etc... And will continue to ruin this thread with shitposts until told to stop by Mods.

2- Unpin the old thread and pin this one instead.


OnTopic: Can't wait for the next progress video.
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby gubzy1234 » Tue Mar 22, 2016 7:54 am

hello I would like to help in the making of the game how can I help?
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby TutiBueno » Tue Mar 22, 2016 3:19 pm

I've implemented three fire modes to weapons: Auto, Burst, Single.

@KAZUMA: You can see the force applied to the ragdolls when they die. The "bullet energy" is applied to the last body part that has been hit.

Also, the animations transitions are getting smoother and smoother overtime since I am redoing lots of animation controller parts.

Hope you enjoy.

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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby GastonARG » Tue Mar 22, 2016 5:16 pm

though small
impressive progress
I hope that with the efforts of all this game can be succeed :lol:

Sorry for bad inglish :V
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby KAZUMA » Wed Mar 23, 2016 12:21 am

Indeed. Impressive!
The force feels just right and satisfying, great work man!

Have you implemented climbing/hanging yet? I mean, climbing on top of obstacles or hanging on ledges.
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby TutiBueno » Wed Mar 23, 2016 12:02 pm

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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby GuyOnAChair » Thu Mar 24, 2016 2:53 am

Kept you waiting huh?
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby TutiBueno » Thu Mar 24, 2016 9:16 am

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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby GuyOnAChair » Thu Mar 24, 2016 9:31 pm

Kept you waiting huh?
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby TutiBueno » Fri Mar 25, 2016 9:32 am

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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby TutiBueno » Fri Mar 25, 2016 9:33 am

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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby GuyOnAChair » Fri Mar 25, 2016 11:33 pm

Kept you waiting huh?
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby TutiBueno » Sat Mar 26, 2016 10:15 am

KAZUMA
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Re: Project Foxhound: Inspired By MGO2 (Continued)

Postby KAZUMA » Sat Mar 26, 2016 11:48 am

Say, if you ever release a playable prototype, would it include the MGO2-esque animations being worked on by the team's animator? Or still use the current placeholders?

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