orbitaldecay {l Wrote}:I would, at the very least, love to see a goomba stomp a la Urban TerrorNothing was better in that game than landing on someones head from a great height and the lovely cracking sound which accompanied it.
qreeves {l Wrote}:I like the idea of the ground pound (I'm thinking, crouch in mid-air?) and vaulting, and I could probably combine the stomp and vault moves into the current parkour key. Most of my problem with making new moves is determining how to do it without adding any more keys; everything on the mouse and around WASD is occupied by something, and you don't want to have more than a couple of keys to play a game else things get complicated (which I try to avoid in RE, it should be: easy to pick up/difficult to master).
riidom {l Wrote}:Attached an animation for ground pound.
Untested, so let me know if it works or not.
It's thought for the flight straight-down, doesn't include an impact animation (I am not sure how this gets implemented - if it needs a separate anim, for example). If it needs to be done different, just give me specifications.
qreeves {l Wrote}:riidom {l Wrote}:Attached an animation for ground pound.
Untested, so let me know if it works or not.
It's thought for the flight straight-down, doesn't include an impact animation (I am not sure how this gets implemented - if it needs a separate anim, for example). If it needs to be done different, just give me specifications.
Just using the wall kick animation at the moment (you only see these things in thirdperson remember), but I will have a play with this tonight. I've noticed it's also a great balance to the low gravity, pounding gets you to the ground faster, especially from heights. Still determining how I'd like the impact to play out, I'd like to see a mini explosion like thing with a wave push area, but the attacker should probably need to "recover" or something before being allowed to do it again.
fawstoar {l Wrote}:1. Powerslide Knockback.
2. Ledge-grabbing.
3. Air-stomp/ground-pound.
4. Vaulting.
5. Enemy-vaulting.
qreeves {l Wrote}:Okay, preliminary "ground pound" move is in SVN as of r2784.
orbitaldecay {l Wrote}:A "wave" effect would accompany it well. It is fairly difficult to execute successfully, seems to me like it should do more damage, but maybe it will seem easier with practice. Either more damage, or a greater damage radius (which would mesh nicely with the wave effect).
orbitaldecay {l Wrote}:Also needs a crucial futuristic sound effect, I was thinking something like this http://www.hark.com/clips/ztqxgqgwnn-mario-enemy-stomp
fluxord {l Wrote}:Why another key?
Do you know that Powersliding can also be done by double tapping the directional keys (W,A,S,D) and then crouching.
inpersona64 {l Wrote}:fluxord {l Wrote}:Why another key?
Do you know that Powersliding can also be done by double tapping the directional keys (W,A,S,D) and then crouching.
Oh you mean like Impulse Dash + Crouching = Makeshift "Powerslide" ? Never thought about that
riidom {l Wrote}:First, a problem with the groundpound is, that it is of flexible length - how does get dealed with that?
riidom {l Wrote}:Can I make the start (getting in pose) in frame 1-3, for example, then have the boost-down (basically static, but could also be some alternating seamless movement) on 4-6, and the impact move, what takes a bit longer, on 7-15? And then have this single animation controlled by code, that it plays 1-3, 4-6, 4-6, 4-6, ..., 7-15 ? Or is it better to have two animations? One with the start scene (1-3) and tons of repeats of 4-6, so much that it will last to play for even the longest possible groundpound. This will be aborted at any frame (depending on when impact happens) and the impact anim gets played as next then.
riidom {l Wrote}:Second, about spectator. Just to make sure, every anim is dedicated to be either watched from the player itself, while in firstperson-look, OR to be watched by spectators/other players/yourself in 3rd-person view? This is why the reload looks fine in 1st-person view, but is just a hands-down when watched from outside, I guess?
riidom {l Wrote}:Third, is there some kind of animation-blending, and if yes, how does it work, so I can use the effect properly? My guess is, that I just have to leave the parts of body free of keyframes that I want to become over-blended by other anims. Like, when I make a reload anim, and want the legs to follow the movement anims that the player triggers, I just dont touch the legs at all? Is that enough, or is there more to know?
TristamK {l Wrote}:http://forum.freegamedev.net/viewtopic.php?f=72&t=1937
More moves for time-trial
qreeves {l Wrote}:I've reinstated the old power slide mechanic and removed ground pound now in SVN, it was mostly a test that didn't really work to my satisfaction anyway.
qreeves {l Wrote}:I'd be very careful messing with the air movement physics at all anymore. The values they're at now took years of tweaking. You want to encourage movement but limit it enough so people can still aim at you.
Full Changelog
Gameplay:Modding & Data Assets:
- New "impulse vaulting" movement (press Q next to an obstacle to use it to propel yourself upward)
[.......][.......]
- Added texture based slippery physics (textcoastscale and vcoastscale, sets as a scale of floorcoast/slidecoast, only works on top facing textures)
[.......]
Karoushi {l Wrote}:@ quintun_v - There are maps that can teach you parkour, they are called Time Trial maps/mode.
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