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  #91  
Old October 17th, 2009, 05:19 AM
Lace Lace is offline
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Default Re: CS: Online

multiplayer boss?
like, misery doc, and undead core at the same time?
THAT'D BE AWESOME!
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Quote:
Originally Posted by tehWinnr
So uhh the game is if you could only eat one food for the rest of ur life what would it be.

BTW i would only eat pizza coz its so cool and has many variations of toppings
Quote:
Originally Posted by Precogn8or
I would probably choose a plate, for the infinite amount of topping variations, but I wouldn't actually eat the plate.
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  #92  
Old October 17th, 2009, 05:37 AM
Blu Dragon Blu Dragon is offline
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I got bored.
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  #93  
Old October 17th, 2009, 05:46 AM
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Noxid Noxid is offline
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Default Re: CS: Online

So, you have a working chat system? That's exciting. And, Soldier Mimigas

But, what's with all the teleporters?
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  #94  
Old October 17th, 2009, 06:06 AM
Blu Dragon Blu Dragon is offline
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Quote:
Originally Posted by Noxid View Post
So, you have a working chat system? That's exciting. And, Soldier Mimigas

But, what's with all the teleporters?
That's where they come from.

Last edited by Blu Dragon; October 17th, 2009 at 06:14 AM.
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  #95  
Old October 24th, 2009, 04:03 AM
Blu Dragon Blu Dragon is offline
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beta:
http://rapidshare.com/files/29708124...ne_0.0.1.6.exe
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  #96  
Old October 24th, 2009, 05:03 AM
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Noxid Noxid is offline
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Alright, it was kinda weird, but fun too. The soldiers actually killed me at first because I looked at their eyes and... they went down to their chin... and I was like "wtf???" I like all the different weapons you have (my favorite was the double-boomerang type thing). Although, that black ball thingy seemed kinda glitchy. Is it a doomsday device? And, the weapon one to the left of the polar star... an extra leg???

other things: The polar shotgun shoots in a 5x1 array, but when you shoot downward it's still a 5x1 array, when it should be a 1x5 array

The physics seem a little more floaty than the last time I played it. Maybe it's just me. Also, the jump should vary somewhat depending on how long you hold the jump button. Also, holding jump should lockout further jumps if the jump key is held from when you are in the air to when you hit the ground. I imagine pixel did it so that if you were on the ground, the jump key jumped, but if you were in the air it modified gravity so you decellerated slower (and jumped higher)

Things tend to get caught in the space where the tunnell narrows down to 1 block wide. Maybe if the hitboxes were a tad smaller there wouldn't be a problem?

I think I found the inventory (q?) and it looks pretty good, although the color is a bit loud. It was a bit glitchy for me, though, not always extending properly when I pressed the button.

And yea, I know this is a work in progress. Good progress. Noble progress towards a noble goal. As for my suggestions, I just throw out ideas based on intuition. I don't really know much about what works and what doesn't.
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  #97  
Old October 24th, 2009, 05:19 AM
Blu Dragon Blu Dragon is offline
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Quote:
Originally Posted by Noxid View Post
Alright, it was kinda weird, but fun too. The soldiers actually killed me at first because I looked at their eyes and... they went down to their chin... and I was like "wtf???"
That's their fall sprite. they do that.
I like all the different weapons you have (my favorite was the double-boomerang type thing). Although, that black ball thingy seemed kinda glitchy. Is it a doomsday device?
To find out what the black ball does, stand within 7 tiles when it vanishes.
And, the weapon one to the left of the polar star... an extra leg???
Gun that I forgot to sprite

other things: The polar shotgun shoots in a 5x1 array, but when you shoot downward it's still a 5x1 array, when it should be a 1x5 array
Yeah, I'm gonna have to fix that.

The physics seem a little more floaty than the last time I played it. Maybe it's just me. Also, the jump should vary somewhat depending on how long you hold the jump button.
Find me the code for that and i'll be happy too.
Also, holding jump should lockout further jumps if the jump key is held from when you are in the air to when you hit the ground. I imagine pixel did it so that if you were on the ground, the jump key jumped, but if you were in the air it modified gravity so you decellerated slower (and jumped higher)
What are you talking about?

Things tend to get caught in the space where the tunnell narrows down to 1 block wide. Maybe if the hitboxes were a tad smaller there wouldn't be a problem?
I don't know what causes that, but good idea.

I think I found the inventory (q?) and it looks pretty good, although the color is a bit loud.
Damnit. The color is so that I know where all the inventory slots are.

It was a bit glitchy for me, though, not always extending properly when I pressed the button.
Huh, wierd.

And yea, I know this is a work in progress. Good progress. Noble progress towards a noble goal. As for my suggestions, I just throw out ideas based on intuition. I don't really know much about what works and what doesn't.
View the bold parts.
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  #98  
Old October 24th, 2009, 05:55 AM
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Noxid Noxid is offline
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Default Re: CS: Online

Well, I have no experience with GameMaker, so I really don't know what can/cannot be done, but anyway...

Quote:
Also, holding jump should lockout further jumps if the jump key is held from when you are in the air to when you hit the ground. I imagine pixel did it so that if you were on the ground, the jump key jumped, but if you were in the air it modified gravity so you decellerated slower (and jumped higher)
What are you talking about?
Mkay, so for starters, if you hold the jump button, and you touch ground again, you keep jumping.

In a totally different but also somewhat related line of thought:

Based off the assumption that there is some global variable for gravity (the rate of downward accelleration, with perhaps a upper and lower limit to velocity), the jump key should not be a jump key at all, but rather it should change the gravity of the player (perhaps where the player's position is calculated during airborne...ness, something like

if key = pressed
then a = g*(2/3) unless
playervelocity = down

And jumping should be a special case of the gravity modifier key if you are on the ground, possibly similar to:

when key = pressed
if jumped = true, go to >>
is player on ground?
if yes, add "x" to y velocity, go to &&
if no, go to &&
&& set jumped = true
>> do the gravity modification thing I said above
repeat each frame until key = released.
When key = released, set jumped = false IF the player is on the ground.

That's kinda like how computers think, right? Anyway, like I said before, I usually just go off the top of my head with this stuff, and I have no idea what GameMaker looks like, so I'm afraid I couldn't help you there. I'm just an ideas man.

Hmm, the first draft of this had "like" five times in one sentence. Ouch.
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  #99  
Old October 24th, 2009, 04:10 PM
Lace Lace is offline
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Default Re: CS: Online

Quote:
The physics seem a little more floaty than the last time I played it. Maybe it's just me. Also, the jump should vary somewhat depending on how long you hold the jump button.
Find me the code for that and i'll be happy too.
okay, there's a few different ways to do this, but the way pixel did it was to reduce the gravity if you were traveling upwards and the jump key was being pressed.

ie, if you were traveling upwards, under the key_check_pressed(vk_up) or whatever you have, if gravity was normally 1, you would set it to .4 (using the proportions pixel used)

or if you like pseudocode:
Code:
if key_check_pressed(vk_up) and vspeed < 0 {
    gravity = .4
} else {
    gravity = 1
}
I don't know if you're using custom gravity or vspeed or whatnot, but that should give you the picture.

also, that being said, reduce the normal jump height, unless you want ridiculously high jumps.

oh gawd, why rapidsh..? use mediafire. or filesnips. or something like that.
also, I got more accurate physx for you if you want. I'm not exactly sure in which order the constants are applied, but here goes:
Quote:
p.walkspeed = 1.5859
p.fallspeed = 2.998

p.fallaccel = .15625
p.jumpfallaccel = .0625

p.walkaccel = .10742
p.jumpwalkaccel = .0625

p.decelspeed = .0996
p.jumpvelocity = 2.5
that's your normal physics, with these being applied every frame at 50 frames per second.
knock yourself out.
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Quote:
Originally Posted by tehWinnr
So uhh the game is if you could only eat one food for the rest of ur life what would it be.

BTW i would only eat pizza coz its so cool and has many variations of toppings
Quote:
Originally Posted by Precogn8or
I would probably choose a plate, for the infinite amount of topping variations, but I wouldn't actually eat the plate.

Last edited by Lace; October 24th, 2009 at 04:53 PM.
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  #100  
Old October 25th, 2009, 12:04 AM
Blu Dragon Blu Dragon is offline
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Default Re: CS: Online

Quote:
Originally Posted by Lace View Post
okay, there's a few different ways to do this, but the way pixel did it was to reduce the gravity if you were traveling upwards and the jump key was being pressed.

ie, if you were traveling upwards, under the key_check_pressed(vk_up) or whatever you have, if gravity was normally 1, you would set it to .4 (using the proportions pixel used)

or if you like pseudocode:
Code:
if key_check_pressed(vk_up) and vspeed < 0 {
    gravity = .4
} else {
    gravity = 1
}
I don't know if you're using custom gravity or vspeed or whatnot, but that should give you the picture.

also, that being said, reduce the normal jump height, unless you want ridiculously high jumps.

oh gawd, why rapidsh..? use mediafire. or filesnips. or something like that.
also, I got more accurate physx for you if you want. I'm not exactly sure in which order the constants are applied, but here goes:


that's your normal physics, with these being applied every frame at 50 frames per second.
knock yourself out.
why do you guys hate rapidshare so much?

anyways i meant for the longer the button press the higher you jump.
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