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Author Topic: Changing the camera style.  (Read 4118 times)
CandleJack
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« Reply #45 on: June 25, 2010, 06:53:13 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.
Is there any other way to do it so that it's not as laggy?
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trog
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« Reply #46 on: June 25, 2010, 06:55:05 pm »

I don't know how to code, you'd have to ask someone that does. Although I don't really think there'd be any other way to do it.
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CandleJack
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« Reply #47 on: June 25, 2010, 07:01:37 pm »

I don't know how to code, you'd have to ask someone that does. Although I don't really think there'd be any other way to do it.
Okay so we'll ignore the sniper scope issue when we get a response back from the mods section. Any more problems?
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« Reply #48 on: June 26, 2010, 09:20:39 am »

what are you talking about

a sniper scope wont be any more laggy than an idle sentry
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« Reply #49 on: June 26, 2010, 09:34:21 am »

what are you talking about

a sniper scope wont be any more laggy than an idle sentry
So we can use blu dragon's code? It may even be less laggier due to the fact that he made it only turn on when you scope
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« Reply #50 on: June 26, 2010, 12:13:25 pm »

Because he wanted me to post it here:
Code:
{
    if(shot) {
        shot=false;
        draw_set_alpha(0.8);
        if(owner.team==TEAM_RED) {
            draw_line_width_color(x,y,x2,y2,2,c_red,c_red);
        } else {
            draw_line_width_color(x,y,x2,y2,2,c_blue,c_blue);
        }
    }
    //draw_text(x, y - 35, hitDamage);
    if (owner.zoomed && owner == global.myself.object) {
        if (hitDamage < 85) {
            draw_set_alpha(0.25);
            draw_sprite_ext(ChargeS, 0, mouse_x + 15*-image_xscale, mouse_y - 10, -image_xscale, 1, 0, c_white, image_alpha);
            draw_set_alpha(0.8);
        } else {
            draw_sprite_ext(FullChargeS, 0, mouse_x + 65*-image_xscale, mouse_y, 1, 1, 0, c_white, image_alpha);
        }
        draw_sprite_part_ext(ChargeS, 1, 0, 0, ceil((hitDamage)*40/85), 20, mouse_x + 15*-image_xscale, mouse_y - 10, -image_xscale, 1, c_white, image_alpha);
        var hit;
        var x1,y1,xm,ym, len;
        var hitline;
        len=2000;
        x1=x;
        y1=y;
        x2=x+lengthdir_x(len,owner.aimDirection);
        y2=y+lengthdir_y(len,owner.aimDirection);
       
        while(len>1) {
            xm=(x1+x2)/2;
            ym=(y1+y2)/2;
           
            hitline = false;
            with(owner) {
                if (collision_line(x1,y1,xm,ym,Generator,true,true)>=0) {
                    hitline = true;
                    if instance_nearest(x1,y1,Generator).team == team hitline = false;
                }
                if(collision_line(x1,y1,xm,ym,Obstacle,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,Character,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,Sentry,true,false)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,TeamGate,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,IntelGate,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,ControlPointSetupGate,true,true)>=0) {
                    if ControlPointSetupGate.solid == true hitline = true;
                } else if (collision_line(x1,y1,xm,ym,BulletWall,true,true)>=0) {
                    hitline = true;
                }
            }
           
            if(hitline) {
                x2=xm;
                y2=ym;
            } else {
                x1=xm;
                y1=ym;
            }
            len/=2;
        }
        if(owner.team==TEAM_RED) {
        draw_sprite_ext(SniperDotS,random(6),x2,y2,(t/240)+.5,(t/240)+.5,0,c_red,(t/120)+.5)
        }else{
        draw_sprite_ext(SniperDotS,random(6),x2,y2,(t/240)+.5,(t/240)+.5,0,c_blue,(t/120)+.5)
        }
    }
}
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CandleJack
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« Reply #51 on: June 26, 2010, 12:25:51 pm »

Because he wanted me to post it here:
Code:
{
    if(shot) {
        shot=false;
        draw_set_alpha(0.8);
        if(owner.team==TEAM_RED) {
            draw_line_width_color(x,y,x2,y2,2,c_red,c_red);
        } else {
            draw_line_width_color(x,y,x2,y2,2,c_blue,c_blue);
        }
    }
    //draw_text(x, y - 35, hitDamage);
    if (owner.zoomed && owner == global.myself.object) {
        if (hitDamage < 85) {
            draw_set_alpha(0.25);
            draw_sprite_ext(ChargeS, 0, mouse_x + 15*-image_xscale, mouse_y - 10, -image_xscale, 1, 0, c_white, image_alpha);
            draw_set_alpha(0.8);
        } else {
            draw_sprite_ext(FullChargeS, 0, mouse_x + 65*-image_xscale, mouse_y, 1, 1, 0, c_white, image_alpha);
        }
        draw_sprite_part_ext(ChargeS, 1, 0, 0, ceil((hitDamage)*40/85), 20, mouse_x + 15*-image_xscale, mouse_y - 10, -image_xscale, 1, c_white, image_alpha);
        var hit;
        var x1,y1,xm,ym, len;
        var hitline;
        len=2000;
        x1=x;
        y1=y;
        x2=x+lengthdir_x(len,owner.aimDirection);
        y2=y+lengthdir_y(len,owner.aimDirection);
       
        while(len>1) {
            xm=(x1+x2)/2;
            ym=(y1+y2)/2;
           
            hitline = false;
            with(owner) {
                if (collision_line(x1,y1,xm,ym,Generator,true,true)>=0) {
                    hitline = true;
                    if instance_nearest(x1,y1,Generator).team == team hitline = false;
                }
                if(collision_line(x1,y1,xm,ym,Obstacle,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,Character,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,Sentry,true,false)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,TeamGate,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,IntelGate,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,ControlPointSetupGate,true,true)>=0) {
                    if ControlPointSetupGate.solid == true hitline = true;
                } else if (collision_line(x1,y1,xm,ym,BulletWall,true,true)>=0) {
                    hitline = true;
                }
            }
           
            if(hitline) {
                x2=xm;
                y2=ym;
            } else {
                x1=xm;
                y1=ym;
            }
            len/=2;
        }
        if(owner.team==TEAM_RED) {
        draw_sprite_ext(SniperDotS,random(6),x2,y2,(t/240)+.5,(t/240)+.5,0,c_red,(t/120)+.5)
        }else{
        draw_sprite_ext(SniperDotS,random(6),x2,y2,(t/240)+.5,(t/240)+.5,0,c_blue,(t/120)+.5)
        }
    }
}
Thanks blue dragon.

OK now here's a list on what we're planning to change:
- Camera Style to that of Cave Story
- Laser Dot for Sniper
- Sentry Range Buff with Turnaround nerf and knockback
- Damage Indicator

I just noticed that we need to have a damage indicator. Anyone got any possible coding for that?
« Last Edit: June 26, 2010, 12:45:04 pm by Pessimistic Piece of Poop » Logged

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trog
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« Reply #52 on: June 26, 2010, 02:16:19 pm »

Uhh are you assuming this is going to get put in?
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Dusty
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« Reply #53 on: June 26, 2010, 02:38:47 pm »

Because he wanted me to post it here:
Code:
{
    if(shot) {
        shot=false;
        draw_set_alpha(0.8);
        if(owner.team==TEAM_RED) {
            draw_line_width_color(x,y,x2,y2,2,c_red,c_red);
        } else {
            draw_line_width_color(x,y,x2,y2,2,c_blue,c_blue);
        }
    }
    //draw_text(x, y - 35, hitDamage);
    if (owner.zoomed && owner == global.myself.object) {
        if (hitDamage < 85) {
            draw_set_alpha(0.25);
            draw_sprite_ext(ChargeS, 0, mouse_x + 15*-image_xscale, mouse_y - 10, -image_xscale, 1, 0, c_white, image_alpha);
            draw_set_alpha(0.8);
        } else {
            draw_sprite_ext(FullChargeS, 0, mouse_x + 65*-image_xscale, mouse_y, 1, 1, 0, c_white, image_alpha);
        }
        draw_sprite_part_ext(ChargeS, 1, 0, 0, ceil((hitDamage)*40/85), 20, mouse_x + 15*-image_xscale, mouse_y - 10, -image_xscale, 1, c_white, image_alpha);
        var hit;
        var x1,y1,xm,ym, len;
        var hitline;
        len=2000;
        x1=x;
        y1=y;
        x2=x+lengthdir_x(len,owner.aimDirection);
        y2=y+lengthdir_y(len,owner.aimDirection);
       
        while(len>1) {
            xm=(x1+x2)/2;
            ym=(y1+y2)/2;
           
            hitline = false;
            with(owner) {
                if (collision_line(x1,y1,xm,ym,Generator,true,true)>=0) {
                    hitline = true;
                    if instance_nearest(x1,y1,Generator).team == team hitline = false;
                }
                if(collision_line(x1,y1,xm,ym,Obstacle,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,Character,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,Sentry,true,false)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,TeamGate,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,IntelGate,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,ControlPointSetupGate,true,true)>=0) {
                    if ControlPointSetupGate.solid == true hitline = true;
                } else if (collision_line(x1,y1,xm,ym,BulletWall,true,true)>=0) {
                    hitline = true;
                }
            }
           
            if(hitline) {
                x2=xm;
                y2=ym;
            } else {
                x1=xm;
                y1=ym;
            }
            len/=2;
        }
        if(owner.team==TEAM_RED) {
        draw_sprite_ext(SniperDotS,random(6),x2,y2,(t/240)+.5,(t/240)+.5,0,c_red,(t/120)+.5)
        }else{
        draw_sprite_ext(SniperDotS,random(6),x2,y2,(t/240)+.5,(t/240)+.5,0,c_blue,(t/120)+.5)
        }
    }
}
Thanks blue dragon.

OK now here's a list on what we're planning to change:
- Camera Style to that of Cave Story
- Laser Dot for Sniper
- Sentry Range Buff with Turnaround nerf and knockback
- Damage Indicator

I just noticed that we need to have a damage indicator. Anyone got any possible coding for that?
er we do have a damage indicator.
it's called the charge meter.
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trog
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« Reply #54 on: June 26, 2010, 05:14:09 pm »

Because he wanted me to post it here:
Code:
{
    if(shot) {
        shot=false;
        draw_set_alpha(0.8);
        if(owner.team==TEAM_RED) {
            draw_line_width_color(x,y,x2,y2,2,c_red,c_red);
        } else {
            draw_line_width_color(x,y,x2,y2,2,c_blue,c_blue);
        }
    }
    //draw_text(x, y - 35, hitDamage);
    if (owner.zoomed && owner == global.myself.object) {
        if (hitDamage < 85) {
            draw_set_alpha(0.25);
            draw_sprite_ext(ChargeS, 0, mouse_x + 15*-image_xscale, mouse_y - 10, -image_xscale, 1, 0, c_white, image_alpha);
            draw_set_alpha(0.8);
        } else {
            draw_sprite_ext(FullChargeS, 0, mouse_x + 65*-image_xscale, mouse_y, 1, 1, 0, c_white, image_alpha);
        }
        draw_sprite_part_ext(ChargeS, 1, 0, 0, ceil((hitDamage)*40/85), 20, mouse_x + 15*-image_xscale, mouse_y - 10, -image_xscale, 1, c_white, image_alpha);
        var hit;
        var x1,y1,xm,ym, len;
        var hitline;
        len=2000;
        x1=x;
        y1=y;
        x2=x+lengthdir_x(len,owner.aimDirection);
        y2=y+lengthdir_y(len,owner.aimDirection);
       
        while(len>1) {
            xm=(x1+x2)/2;
            ym=(y1+y2)/2;
           
            hitline = false;
            with(owner) {
                if (collision_line(x1,y1,xm,ym,Generator,true,true)>=0) {
                    hitline = true;
                    if instance_nearest(x1,y1,Generator).team == team hitline = false;
                }
                if(collision_line(x1,y1,xm,ym,Obstacle,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,Character,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,Sentry,true,false)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,TeamGate,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,IntelGate,true,true)>=0) {
                    hitline = true;
                } else if (collision_line(x1,y1,xm,ym,ControlPointSetupGate,true,true)>=0) {
                    if ControlPointSetupGate.solid == true hitline = true;
                } else if (collision_line(x1,y1,xm,ym,BulletWall,true,true)>=0) {
                    hitline = true;
                }
            }
           
            if(hitline) {
                x2=xm;
                y2=ym;
            } else {
                x1=xm;
                y1=ym;
            }
            len/=2;
        }
        if(owner.team==TEAM_RED) {
        draw_sprite_ext(SniperDotS,random(6),x2,y2,(t/240)+.5,(t/240)+.5,0,c_red,(t/120)+.5)
        }else{
        draw_sprite_ext(SniperDotS,random(6),x2,y2,(t/240)+.5,(t/240)+.5,0,c_blue,(t/120)+.5)
        }
    }
}
Thanks blue dragon.

OK now here's a list on what we're planning to change:
- Camera Style to that of Cave Story
- Laser Dot for Sniper
- Sentry Range Buff with Turnaround nerf and knockback
- Damage Indicator

I just noticed that we need to have a damage indicator. Anyone got any possible coding for that?
er we do have a damage indicator.
it's called the charge meter.
What he means is like the red things that flash when you're getting hit in TF2.
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« Reply #55 on: June 26, 2010, 08:51:16 pm »

Uhh are you assuming this is going to get put in?
Well if people would stop voting no and not explaining why, it probably would be refined to insertion.
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trog
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« Reply #56 on: June 26, 2010, 08:52:52 pm »

Because you're changing the entire way people have to play the game. It's like taking a game people have been playing for years like Halo for example, then suddenly making them play it in 2D. No one likes change.
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« Reply #57 on: June 26, 2010, 09:30:12 pm »

Because you're changing the entire way people have to play the game. It's like taking a game people have been playing for years like Halo for example, then suddenly making them play it in 2D. No one likes change.

That's a bit too extreme of an example, but I agree that people hate change. In this case, however, I think uh....Piece of Poop's Poop's PPP's camera change idea would be beneficial. It certainly would make spies, as well as pyros a lot deadlier, and add a bit of strategy revolving around exploiting the opponent's blind side.
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« Reply #58 on: June 26, 2010, 10:05:15 pm »

Because you're changing the entire way people have to play the game. It's like taking a game people have been playing for years like Halo for example, then suddenly making them play it in 2D. No one likes change.

That's a bit too extreme of an example, but I agree that people hate change. In this case, however, I think uh....Piece of Poop's Poop's PPP's camera change idea would be beneficial. It certainly would make spies, as well as pyros a lot deadlier, and add a bit of strategy revolving around exploiting the opponent's blind side.
Thank you Whisky. It's PPoP or Pessimistic Poop by the way. We could always release a beta but we know that no one ever tries the beta.
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Our hero returns triumphant. Execute him at once.


« Reply #59 on: June 26, 2010, 11:22:43 pm »

Because you're changing the entire way people have to play the game. It's like taking a game people have been playing for years like Halo for example, then suddenly making them play it in 2D. No one likes change.
VOTE NO; SUPPORT GG2

VOTE YES; SUPPORT HATS, SPRAYS, RANDOM DROPS, IDLING FOR RANDOM DROPS, ACHIEVEMENTS, IDLING FOR ACHIEVEMENTS, FALLOFF DAMAGE, BONK!, JARATE, THE EYELANDER, XBOX, PS3, AND COMMUNITY BALANCING
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