The Gang Garrison 2 Forum
May 22, 2013, 05:30:29 am *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Chat with us on IRC: http://ganggarrison.com/irc.html
Server: irc.esper.net, Channel: #gg2
 
   Home   Help Search Login Register  
Poll
Question: Add?
Yes - 25 (46.3%)
No - 29 (53.7%)
Total Voters: 42

Pages: « 1 2 3 4 5 6 7 8 9 »
  Print  
Author Topic: Changing the camera style.  (Read 4125 times)
CandleJack
Hero Member
*****
Offline Offline

Posts: 2053


+15/-130


WWW
« Reply #30 on: June 23, 2010, 11:35:27 am »

This topic has been getting good posts so I'm going to put up a poll
Logged

I'm gonna need more rope...


Shamefully Stolen
CandleJack
Hero Member
*****
Offline Offline

Posts: 2053


+15/-130


WWW
« Reply #31 on: June 23, 2010, 09:43:55 pm »

K, the voting isn't going down so well since it's 6 on 5. What's the main problem? I'll solve some that were previously mentioned.

Problem: No Gunspinning
Answer: Well someone answered this already but I'll repeat. With the drunken camera man that Cave Story has, gunspinning will still be possible and won't disorient much while gunspinning if you are doing it right

Problem: It will be modded out
Answer: This camera change will have it's own perks that allow players to see farther than they currently can. People may as well make it so they can sniper scope or see the entire field with any class

... There's like only two problems with this. Give me more reasons why you guys don't like this feature please.
Logged

I'm gonna need more rope...


Shamefully Stolen
Teekytots [PC:CWD]
Mr. Biceps
Veteran Beta Tester
*****
Offline Offline

Posts: 6160


Watching over you like it's no big deal


« Reply #32 on: June 23, 2010, 09:46:07 pm »

Because it will make my Asian eyes into seizure eyes.
Logged

CandleJack
Hero Member
*****
Offline Offline

Posts: 2053


+15/-130


WWW
« Reply #33 on: June 23, 2010, 10:44:37 pm »

I TOOK JAPANESE LESSONS AT MY COMMUNITY COLLEGE.

I AM THE BIG CAVE STORY FAN
and you voted yes or no to this suggestion? if you voted no. Explain why.
Logged

I'm gonna need more rope...


Shamefully Stolen
a/d
pro donglosaur
*****
Offline Offline

Posts: 4922



« Reply #34 on: June 23, 2010, 10:51:52 pm »

I voted no because it's nothing but an annoying gimmick.

The sight benefit in 2D games is local omnipotence, while the sight benefit in 3D is infinite range barring obstacles.

Each works in it's own way: the fact that you have a sight radius encourages you to move around in 2D games and the fact that you can't see through obstacles compels you to move in 3D.

Bringing both aspects to one game is an unnecessary reduction in potential route-planning.   
Logged

go canada or whatever, maybe your country is cool too
CandleJack
Hero Member
*****
Offline Offline

Posts: 2053


+15/-130


WWW
« Reply #35 on: June 23, 2010, 11:02:24 pm »

I voted no because it's nothing but an annoying gimmick.

The sight benefit in 2D games is local omnipotence, while the sight benefit in 3D is infinite range barring obstacles.

Each works in it's own way: the fact that you have a sight radius encourages you to move around in 2D games and the fact that you can't see through obstacles compels you to move in 3D.

Bringing both aspects to one game is an unnecessary reduction in potential route-planning.   
And this change in view promotes camping how?

I think this view change would promote planning your movements and tactics to attack the enemy's blind spot: behind them. Not enough maps are big enough to allow aerial ambushes and you wouldn't even know if you're going to land on anything. Snipers will also be more lethal as they can see much farther. And dodging will be much better as it disorients your opponent even more predicting you movements as it doesn't disorient you as much when you know his movements
Logged

I'm gonna need more rope...


Shamefully Stolen
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Online Online

Posts: 9877


i am uberdeath


« Reply #36 on: June 24, 2010, 11:35:22 pm »

1. How in the world do you expect to dance as runner/fight a dancing runner
2. Snipers scoping so far they can't even see their own sprite? No thanks.
3. Nerfs the surprise sentry because people can see it while being out of it's range.
Logged

CandleJack
Hero Member
*****
Offline Offline

Posts: 2053


+15/-130


WWW
« Reply #37 on: June 25, 2010, 11:40:06 am »

1. How in the world do you expect to dance as runner/fight a dancing runner
2. Snipers scoping so far they can't even see their own sprite? No thanks.
3. Nerfs the surprise sentry because people can see it while being out of it's range.
1. Fighting a dancing runner will be hard, being the dancing runner will be easier. If you don't know how to dance then you'd be disoriented yourself in the real tf2. If you were facing a dancing runner in the real tf2 then you'd be very disoriented. Also we're using the Cave Story view so it won't be as disorienting as the real tf2 where you're facing 3d disorientation.
2. Why not? When you were scoping as far as you can you can only see your sniper on the edge of the screen. People can ambush you there anyways. We could add a damage warning like a red arrow on the edge of your screen pointing to your attacker when you get hit.
3. Increase Sentry Range, Slow down turn around time.
Logged

I'm gonna need more rope...


Shamefully Stolen
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Online Online

Posts: 9877


i am uberdeath


« Reply #38 on: June 25, 2010, 03:41:34 pm »

You're trying to change important elements of the game that have been here since the beginning of the game. Sentries don't need a buff, this isn't TF2, and if you can't see yourself you don't know when to jump or where your shot will originate.
Logged

CandleJack
Hero Member
*****
Offline Offline

Posts: 2053


+15/-130


WWW
« Reply #39 on: June 25, 2010, 04:48:55 pm »

You're trying to change important elements of the game that have been here since the beginning of the game. Sentries don't need a buff, this isn't TF2, and if you can't see yourself you don't know when to jump or where your shot will originate.
About the sniper, You couldn't do that in the real TF2. You're supposed to examine your scoping point to see what you can do. Can I jump? How far left/right can I move? You shouldn't really be moving around scoped anyways.

and I don't see why we can't change the range of the sentry. We could nerf it so that it would have knock back giving people more chance to get away from the sentry and plan a way to destroy it.
Logged

I'm gonna need more rope...


Shamefully Stolen
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Online Online

Posts: 9877


i am uberdeath


« Reply #40 on: June 25, 2010, 04:56:49 pm »

In TF2 even when you're scoped you can see if there's a wall/box you're running into.
Logged

CandleJack
Hero Member
*****
Offline Offline

Posts: 2053


+15/-130


WWW
« Reply #41 on: June 25, 2010, 05:36:16 pm »

In TF2 even when you're scoped you can see if there's a wall/box you're running into.
Why are you running into stuff? You shouldn't really be moving into boxes and stuff. But with this new screen, You can decide to make your scope closer so you can see where you're moving and then when you stop, move your scope out. You can also feel and notice that your screen stopped moving.
Logged

I'm gonna need more rope...


Shamefully Stolen
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Online Online

Posts: 9877


i am uberdeath


« Reply #42 on: June 25, 2010, 05:53:59 pm »

In TF2 even when you're scoped you can see if there's a wall/box you're running into.
Why are you running into stuff?
I unno maybe because there's these crazy things called the A and D keys that I felt like pressing. Doesn't help that I can't even see where I am because I'm off the screen. Also you scope out to make shots, but you can't see where the shot is originating from so you can't tell if there are objects in between your shot and the target, what angle it's going to fire at, etc. Basically the scope's new use will be to scout out stuff.
Logged

CandleJack
Hero Member
*****
Offline Offline

Posts: 2053


+15/-130


WWW
« Reply #43 on: June 25, 2010, 05:55:57 pm »

In TF2 even when you're scoped you can see if there's a wall/box you're running into.
Why are you running into stuff?
I unno maybe because there's these crazy things called the A and D keys that I felt like pressing. Doesn't help that I can't even see where I am because I'm off the screen. Also you scope out to make shots, but you can't see where the shot is originating from so you can't tell if there are objects in between your shot and the target, what angle it's going to fire at, etc. Basically the scope's new use will be to scout out stuff.
Did we also mention that we're going to have a laser dot?
Logged

I'm gonna need more rope...


Shamefully Stolen
trog
member of intel's squad of garbagemen against the yakuza
1000$ Monopoly Rich Beta Male
*
Online Online

Posts: 9877


i am uberdeath


« Reply #44 on: June 25, 2010, 06:52:02 pm »

In TF2 even when you're scoped you can see if there's a wall/box you're running into.
Why are you running into stuff?
I unno maybe because there's these crazy things called the A and D keys that I felt like pressing. Doesn't help that I can't even see where I am because I'm off the screen. Also you scope out to make shots, but you can't see where the shot is originating from so you can't tell if there are objects in between your shot and the target, what angle it's going to fire at, etc. Basically the scope's new use will be to scout out stuff.
Did we also mention that we're going to have a laser dot?
Psycho(?) has said before that a laser dot would be extremely laggy. You're sending the hit scan code every frame, and it never stops.
Logged

Pages: « 1 2 3 4 5 6 7 8 9 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Valid XHTML 1.0! Valid CSS!
Page created in 0.344 seconds with 20 queries.