Not exact matches
I do not pretend to understand all the reasons for this gradual drying up of the Protestant imagination in America — and the failure of creativity
at the symbolic level should not blind us to the continuing power of the Protestant impulse in personal
character and social
movements.
This finishing stretch has
character and allows for leaderboard
movement, and
at the end of a round, allows for the potential,
at least, for someone to make a big charge.
At the Waldorf School of Princeton, for example, lessons in sustainability or
character are woven into every subject;
movement is found in math classes, and math is found in
movement classes.
Moreover, the researchers dealt with the task of transferring the
movements of two actors
at the same time into two animated
characters.
Researchers
at the Interactive Geometry Lab
at ETH Zurich have developed a whole new way of creating
movement in virtual software
characters by providing developers with the ability to create 3D model «joysticks» outside the computer that directly create shape and
movement inputs.
Character movement and camera control are a chore
at the beginning, but you'll adapt to them as the game progresses.
While the choreography is generally fairly minimal (
at least for this sort of mega-production), first time film director Phyllida Lloyd (who helmed the original stage version) has woven together a tightly edited and exceedingly well shot film that capitalizes on the music wonderfully while never worrying too much about such nettlesome items as
character or motivation, providing enough other
movement that one ultimately doesn't miss huge dance numbers a la Robbins or Fosse that much in the long run.
A great overview and look
at some of the less well known
characters of the
movement.
The scenery, textures, lighting and effects look absolutely amazing, but the
character movements can be a little awkward
at time.
That famous
movement's auteurs disdained Freudian psychology (
at least
at first) and rarely embedded their protagonists in familial contexts; think of Godard, whose
characters spring to life in an existential present, with no hint of having had parents, much less grandparents.
While it starts out as a strong
character portrait, it soon morphs into a hard - to - believe sequence of events in which either Cecil or his son is present, Zelig - like,
at every single pivotal moment in the civil rights
movement.
To distinguish the
character - defining songs (always of inner turmoil) from the more matter - of - fact and plot - driving singing - as - dialogue, Hooper and cinematographer Danny Cohen shoot the
characters» solos in long close - ups (most done in a one - take or with only a short cutaway in the middle or a complete break just
at the final word)-- every tiny
movement magnified and expanded on the screen.
Lanthimos («The Lobster») starts off with an in - surgery shot of a beating, open heart — glistening with fat, it seems like a moving animal — and things go reeling from there: the uniform, intentional flat - affect performances (particularly Martin, who's both numbingly intense and not - quite - present); the high - angle camerawork, in which the
characters sometimes seem to be
at the bottom of a too - brightly - lit fishbowl; the slow
movement away from familiar settings and emotions.
During a press conference
at Venice prior to The Master's screening, Anderson said: «This is a
character that I created based on L Ron Hubbard, there's a lot of similarities to the early days of Dianetics... I don't know a hell of a lot about Scientology today but I know about the beginnings of that
movement and it inspired me to use it as a backdrop for these
characters.
Pine works for every line,
movement and moment he is on - screen, coming out with a
character that you can not help but laugh
at.
That engine may be great
at scaling and accommodating different styles of play, but it's been pretty terrible to date
at the fundamentals of
character movement, whether it be sluggish vehicle controls or stiff platforming and combat.
The vastness and the wide angle lenses in certain moments, I think, intended to show the main
character's sense of isolation within his community, so we tried
at times to use framing devices and use camera
movements to amplify that sentiment to have a very meaningful impact.
That said, the creation of the main
characters was a challenge for the team, according to co-director Graham Annable: «Their arms and legs have to be able to come out and go in separately
at different speeds, and their heads need to disappear inside, and
at the same time, they need to be capable of all the range of
movement of any kind of a normal, human puppet.»
The school director, Karen Bohlin, is a leading teacher - scholar in the
character education movement and was previously the director of the Center for the Advancement of Ethics and Character at Boston Un
character education
movement and was previously the director of the Center for the Advancement of Ethics and
Character at Boston Un
Character at Boston University.
At the same time, a group of civic and education organizations formed the
Character Education Partnership, which now functions as the movement's clearinghouse and professional organization (and promotes its own «Eleven Principles» of ch
Character Education Partnership, which now functions as the
movement's clearinghouse and professional organization (and promotes its own «Eleven Principles» of
charactercharacter).
From John Dewey's democratic schooling crusade and George Counts's anti-capitalism pedagogy
at Columbia's Teachers College in the 1930s, and the life adjustment
movement of the 1940s and 1950s, to the
character education
movement of the 1980s and 1990s, the academic mission of schools has continued to compete for attention with other mandates.
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The long roof and sweeping
character lines of the door form a tapered cabin shape which naturally curves in
at the rear to follow the
movement of air as it flows into the vehicle's wake.
Children who don't live in a big city will be surprised to see so many people
at the park, and will love finding
characters and following their
movements during the course of the day.
At times in Heavy Rain, you notice the
characters» face and body
movement would be slightly off and disconcerting, so the full performance capture — what they used in Avatar — would create a more realistic animation for the
characters.»
-
characters are drawn in the main screen in a super-deformed style - features a lot of fan - service - play as Eduard, an innkeeper of an inn who doesn't have a lot of customers - stumble into a cave while looking for crystals and meet a girl who has amnesia - this girl also has six sisters who unlock each other's memories as you come across them - your subordinate
at the inn gets the idea to put all of the girls into maid uniforms - the girls transform into battle - appropriate clothing during the battle sequences - strategy / action - RPG hybrid - unlimited
movement within a circle around the
character's starting point - combo system - when attacking weaker enemies, you knock them back in a fashion that takes out others and builds up a combo - extra turn awarded if you manage to take out 10 or more enemies in one swing - enemies do respawn their weak helpers
at a hit point cost to them - right side of the screen shows a time bar so you know which friend or foe will attack nex - male
character you play as is more of a support role in battle - he'll provide a lot of your stat buffs - events for each of the maidens that give them a chance to level up and unlock new abilities in each battle - possible 18 quests - each of the girls has their own quirks
At least the animations and
character designs generally manage to impress with fluid
movement further enhancing the mystique of Dracula and some awesome looking beasties to battle, but seriously, what is up with the amount of rough, jagged edges?
What it amounted to
at the moment is a lot of waggling and the controls for the
movements felt really loose and jarring, with
characters moving a bit too fast and
at odd angles.
- Iizuka has received a ton of requests from fans to have their own original
characters appear in Sonic games - while that couldn't happen, Sonic Forces» custom
character recognizes that fan desire - the avatar was created with the idea of «making straight high - speed action» - this time the concept is that all three styles (Modern, Classic, Avatar) would be high - speed based - make selections for the face, mouth, body color, and gender of custom
characters - each species will also have their own unique skills, such as wolves being able to pull nearby rings - you can't change custom
characters in the middle of the game - there is some sort of feature that's unlocked after you've cleared the game once related to this - the new avatar style will have a speedy and rhythmic style like Modern Sonic, but also different vectors from Sonic - this includes differences in timing for pressing buttons, or the Wisps giving the avatar trickier
movements - the story aims to depict heroes that would feel like Sonic - by controlling different
characters, the devs hope to show a story that extends to explaining the world setting as well - the story concept has been «Hero Army vs. Eggman's Army» from the start - when wondering who should be made playable among the heroes, the idea came up for Classic Sonic - the
character setting for the avatar is a civilian in an area occupied by Eggman who stands up and fights together with Sonic - during stages, you'll hear radio contact from partners like Tails and Amy - Sonic and the rest of the gang form a resistance to stand against Eggman's army, so they relay information from headquarters - boss
characters like Chaos and Metal Sonic will appear in Eggman's army - details on the new
character (Infinite) are being kept secret - the main part of the storyline is that Eggman gathers strong enemies in the past to form an all mighty army - some people might be wondering why Shadow is on the enemy's side, but they can find out more by experiencing the story - the team thinks Japanese fans are taking a liking to the serious story and
character customization features - there were some struggles with the new engine in early stages, but now they've moved to a smooth development process - the team knew they wanted to bring the game to Nintendo's new console before they even knew it was the Switch - the Switch info came to them during the middle of the game's development - SEGA knew Nintendo fans would want to play Sonic's new game, which is why they personally worked to bring it to Switch - SEGA plans to show the game in Japan
at Tokyo Game Show 2017 in September - the team is also working on providing new information, including news that would be unique to Japan
Adjustments - Timing shortened from being downed to rising, rising into a
movement, mid-air quick recovery, jumping, dashing, moving (on ground or midair), attacking, or guarding - Awakening: Fixed bug where attacks
at very close range came from unguardable angles; these can now be guarded - Dash Combo: Fixed bug where Tag Combos weren't counted for achievement purposes unless landed on a foe who was incapacitated by a Tag Combo - Brynhildr (Awakened): Boosted
movement speed, turning radius, and max
movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Ares (Summon Special Move 1): Removed hitbox between Ares and spear that appeared right after throwing a spear - Odin (melee mode, neutral melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Odin (melee mode, side melee attack): Boosted time between when Odin begins swinging his blade and when hitbox appears - Grim Reaper (Special Move 2): Boosted
movement speed, turning radius, and max
movement time for zombies when targeting foes as long as the Awakening gauge isn't empty - Grim Reaper (Down + Special Move 2): Fixed bug where dog zombies occasionally didn't face the correct direction while moving - Grim Reaper (Awakened,
Character Ability Power) Added fire effect to
characters who take damage after being hit by a zombie ball when Grim Reaper is in fire zombie ball mode - Ra (bomb mode, Special Move 1): Bombs can now be destroyed by enemy attack - Ra (ranged / bomb mode, Special Move 1): Changed reload when out of ammo to constant reload - Slayer (Melee Attack, Down + Melee Attack branch): Reduced freeze time upon landing on the ground - Slayer (upper Melee Attack): Reduced
movement speed when pursuing foes - Slayer: Reduced turning radius when moving to attack - Loki (Special Move 1): Fixed bug so Grim Reaper's Special Move 1 zombies, Ra's Special Move 1 bombs, etc. are now drawn in - Loki (Awakened): Boosted
movement speed, turning radius, and max
movement time when targeting foes with melee attacks as long as the Awakening gauge isn't empty - Loki (Special Move 2): Fixed move so that Loki isn't motionless while charging.
Yet
at the same time I could see someone defend a fighting game for allowing a more fleshed out relationship between player and
character, where the
movements of the player translate so directly to those of the
character that they seem to be in a communication with one another.
However, a further look
at the listing notes that among the responsibilities for the job listing is to «deliver excellent combat,
character locomotion and
movement mechanics, and cinematics» to the unnamed new game.
* Gameplay - Whilst the gameplay reveal
at E3 showed a lot of similarities to Halo in terms of actual gunplay and
movement, the game features three different
character classes; Hunters, Warlocks and Titans.
The other
characters movements can be a bit stiff
at times and if you stand in their path they just stare
at you till you move, which was a little annoying.
I say a framerate issue — the
movements of
characters are quite janky
at the best of times, giving the appearance of a lower framerate.
I'm sure this idea looked good on paper, but those who were able to try the game
at the few events it appeared
at complained about the controls, including how different
character parts would alter Mega Man's
movement speed, jump height, and the like.
In moments where Street Fighter might be interested in an attack or a
movement, Marvel demands a jump, an airdash, an attack, and a
character swap all
at once.
Each
character is allowed three actions per turn (
movement, attack, and using an ability), with the best part being that, for deeper strategy, you can swap between
characters during individual actions, instead of having to blast through all of a
character's actions
at a time.
In regards to the behavior and look of the boy explorer, Lead Animator Sandra Christensen states that she «was looking
at a lot of «Jungle Book», because [she thinks] the
character reminds [her] very much of the Mowgli
character,» and that his
movements are realistic, yet take heavy inspiration from classic Disney animation.
Some of the mouth
movements aren't quite as smooth as they were in Twilight Princess, but since there's no voice acting, it's not really a huge removal, especially since you're going to be reading instead of looking
at the
characters.
Character movement is a little cumbersome, and the stealth mechanics are rudimentary
at best.
Between 3D
movement, classic 2D side view, and multiple
characters at once, there are many opportunities to find your niche in the fighting realm.
Danganronpa is
at the forefront of this
movement's latter interpretation, giving a tense, engaging experience full of colorful
characters.
Even in Toad's Scramble, all rolls and
character movements have now been processed
at the same time, a vast improvement.
Since each party member has a unique set of abilities, figuring out which move to use and which
character to control
at a specific
movement is key.
Sometimes the sensors are a bit too sensitive, with your
character flailing his arms
at slight
movements that weren't meant to trigger an attack.
The
character's
movement speed can seem slow
at times and the inventory system can become a tad messy in the later stages of the game.
Characters are all animated in 2D with realistic proportions, and while
movement can be a bit minimal
at times, their detailed expressions coupled with the occasional tuft of hair fluttering in the wind sets a tone that is desolate without feeling empty.
Character movement is clunky at times, and it can be hard to position your character, and by extension yourself, so that you can pick up those small objects that the game consistently requires you to in order to conduct your invest
Character movement is clunky
at times, and it can be hard to position your
character, and by extension yourself, so that you can pick up those small objects that the game consistently requires you to in order to conduct your invest
character, and by extension yourself, so that you can pick up those small objects that the game consistently requires you to in order to conduct your investigations.
Now we've gotten a look
at these two
characters in action on the battlefield, from Cordelia's sweeping lance
movements and aerial grace to Robin's swift and powerful Thunder magic.