i like they way the new control scheme sounds didnt care for isomotion.
NBA 2K13 - Some Clarity on the Control Stick
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Re: NBA 2K13 - Some Clarity on the Control Stick
I never thought id live to see the death of Isomotion. Thank you!Comment
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Jordan Mychal Lemos
@crypticjordan
Do this today: Instead of $%*#!@& on a game you're not going to play or movie you're not going to watch, say something good about a piece of media you're excited about.
Do the same thing tomorrow. And the next. Now do it forever.Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
I'm kidding, of course. But don't you ever get that itch to try a demo? It's really tempting for me.My Specs:
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CPU: Z80 @ 3.5 MHz
GPU: Monochrome display
RAM: 48 KB
OS: Sinclair BASICComment
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Re: NBA 2K13 - Some Clarity on the Control Stick
this is huge for me if they actually pulled this off...for years now i have wanted the ability to break contact animations with dribble moves, so that you could get breifly bumped but then instantly regain control of your dribble without having to wait for the contact animation to finish...in previous 2k's, i always wanted to pull of something where a guy starts to bump me, but then i want to do a spin move to avoid the "full bump" and spin off of the defender mid-bump...but in previous 2k's, you always had to wait for the bump animation to play out and wait for your player to "regain control"...i'm really hoping 2k13 pulls of "breakable contact" this year.Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
This was big for me too, and something I don't think any hoops game has ever modeled well. A lot of my time this year was spent working on the onball defender/dribbler interactions - we call them body ups (or rides) internally. In the past we've had both extremes, long 2p anims that you were locked into or the infamous dribble stuns where the ball handler just bounces back like he was shot in the face. This year, as you can see a bit of in the dev video, the ball handler can now take the contact and Iso out of it at any time. The challenge was giving the ball handler the freedom to pull off moves while still allowing the onball defender to effectively deflect the dribbler off course. There's still a lot I want to add to the system going forward but I'm pretty happy with how improved the 1-on-1 game feels this year. Definitely light years ahead of anything we've attempted in the past. It's also amazing how well the rides blend into the improved contact shot system using the Dynamic Shot Generator. The whole sequence from the start of a drive to the body up to the contact shot and finish can look just as smooth as a sequence straight out of mocap. This is easily my favorite aspect of 2K13.Last edited by liberaluser; 08-11-2012, 05:21 PM.Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
Beluba,
I am sure you guys will probably have a separate "controls" insight but what happened to escape dribbles? They were tied to when you were about to shoot but since you press LT now where does escape dribble go now?Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
This was big for me too, and something I don't think any hoops game has ever modeled well. A lot of my time this year was spent working on the onball defender/dribbler interactions - we call them body ups (or rides) internally. In the past we've had both extremes, long 2p anims that you were locked into or the infamous dribble stuns where the ball handler just bounces back like he was shot in the face. This year, as you can see a bit of in the dev video, the ball handler can now take the contact and Iso out of it at any time. The challenge was giving the ball handler the freedom to pull off moves while still allowing the onball defender to effectively deflect the dribbler off course. There's still a lot I want to add to the system going forward but I'm pretty happy with how improved the 1-on-1 game feels this year. Definitely light years ahead of anything we've attempted in the past. It's also amazing how well the rides blend into the improved contact shot system using the Dynamic Shot Generator. The whole sequence from the start of a drive to the body up to the contact shot and finish can look just as smooth as a sequence straight out of mocap. This is easily my favorite aspect of 2K13.Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
I really hope I can defend the post for once and not have attacking players go through me or I get fouled constantly. Let me stand still and block the player/shot properly. Would be great.
Not really getting the shoot buttons and stuff but I'm sure it will all play out when I get the game.Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
This was big for me too, and something I don't think any hoops game has ever modeled well. A lot of my time this year was spent working on the onball defender/dribbler interactions - we call them body ups (or rides) internally. In the past we've had both extremes, long 2p anims that you were locked into or the infamous dribble stuns where the ball handler just bounces back like he was shot in the face. This year, as you can see a bit of in the dev video, the ball handler can now take the contact and Iso out of it at any time. The challenge was giving the ball handler the freedom to pull off moves while still allowing the onball defender to effectively deflect the dribbler off course. There's still a lot I want to add to the system going forward but I'm pretty happy with how improved the 1-on-1 game feels this year. Definitely light years ahead of anything we've attempted in the past. It's also amazing how well the rides blend into the improved contact shot system using the Dynamic Shot Generator. The whole sequence from the start of a drive to the body up to the contact shot and finish can look just as smooth as a sequence straight out of mocap. This is easily my favorite aspect of 2K13.
while you're here Beluba...I have a question regarding one of the most frustrating issues from 2k12 - lack of contact/charges on hop steps, spin moves, and drives. was this addressed? in 2k12 on hop steps and spins, the ball handler could slide defenders aside or just morph through them. it allowed people to recklessly plow through defenders when they should've been called for charges...or on aggressive drives the ball handler would plow into a stationary defender but he would get bailed out with a shooting foul when he should've knocked over the defender and been called for a charge. in 2k12 people were being rewarded with free throws for recklessly ramming into defenders...meanwhile, the defender was being punished for having good position and just standing in front of the ball handler. obviously this is a physics issue and relates to how the game can recognize when the ball handler is aggressively moving into a "neutral" or stationary defender.
in 2k13 i'd really like to see physics-based "auto charges"....where if the ball handler just plows into a defender with a hop step, physics will kick in and he'll knock over the defender and be called for a charge. i would like to see these physics-based "auto charges" happen on ill-advised hop steps, spins, and just plain aggressive layups and dunks...physics should determine all. no more cheap bailouts for the ball handler. it shouldn't matter if the defender is in the "draw charge stance"...if the defender neutralizes the left stick and is standing still, the ball handler should knock him over and be called for a charge - simple physics. dealing with this specific issue would significantly reduce controller-throwing moments for me. the hop step and spin animations would need to have "interruptible branch points" in order to make it work...so that at the point of contact the hop step or spin could branch off into a bump or a charge. anyway, if it hasn't been worked on yet, hopefully it can be worked on before release, because this issue is crucial to the game being balanced from an offense vs defense standpoint.
here's a video I made illustrating such a situation where physics should have taken over and created a charge, but instead the 2 players got suctioned into some awkward-looking contact layup...the defender is inexplicably called for a shooting foul and the reckless ball handler gets bailed out with free throws. RAAAAAAAAAGE!
<iframe src="http://www.youtube.com/embed/WIWpEAeWX6c" allowfullscreen="" frameborder="0" height="360" width="640"></iframe>
here's another video I made illustrating a similar situation, but this time it involves a hop step (skip to the 2:07 mark):
<iframe src="http://www.youtube.com/embed/R-OW8zZ1-7o" allowfullscreen="" frameborder="0" height="360" width="640"></iframe>
here's a really crazy example i recorded showing the unstoppable spin move animations.
<iframe src="http://www.youtube.com/embed/Elyc_fA4XKA" allowfullscreen="" frameborder="0" height="360" width="640"></iframe>Last edited by blues rocker; 08-12-2012, 01:12 PM.Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
^^Yeah...that spin move just looks totally contextual. Nothing is stopping it.
I wonder how the engine will respond once he gets bumped on the spin.
Will he be able to branch out of it or will he just be bumped out of the contextual movement?Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
Nice clips blues.
Also reminded me how poor the physics were on some of those contact animations.
Why is Harden able to stop LeBron at full speed and Harden isn't phased? Should have been a charge, but LeBron should have plowed him over and LeBron should have stumbled or fell to the floor.
Harden turned into a impenetrable brick wall of sorts. Really strange. Saw that happen a lot in 12. Very frustrating.Cubs | Bulls | Dolphins | 'Noles
The artist formerly known as "13"
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This was big for me too, and something I don't think any hoops game has ever modeled well. A lot of my time this year was spent working on the onball defender/dribbler interactions - we call them body ups (or rides) internally. In the past we've had both extremes, long 2p anims that you were locked into or the infamous dribble stuns where the ball handler just bounces back like he was shot in the face. This year, as you can see a bit of in the dev video, the ball handler can now take the contact and Iso out of it at any time. The challenge was giving the ball handler the freedom to pull off moves while still allowing the onball defender to effectively deflect the dribbler off course. There's still a lot I want to add to the system going forward but I'm pretty happy with how improved the 1-on-1 game feels this year. Definitely light years ahead of anything we've attempted in the past. It's also amazing how well the rides blend into the improved contact shot system using the Dynamic Shot Generator. The whole sequence from the start of a drive to the body up to the contact shot and finish can look just as smooth as a sequence straight out of mocap. This is easily my favorite aspect of 2K13.
Again, I have to say, Mike, that I appreciate all your hard work in finally getting analog dribbling over to this game plus reading your comment made me even more excited. The interactions look good even in the little you've shown. Looking foward to seeing more and playing the game. This is all looking and sounding amazing and this will probably be the best sports game, ever, imo.Just cuz you pour syrup on ish....Comment
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Re: NBA 2K13 - Some Clarity on the Control Stick
great examples @blues rockerComment
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