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Re: How to realize multiplayer bullet time [Re: Damocles] #150935
08/29/07 10:09
08/29/07 10:09
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Yes. The bullet-time player does not really need a trail.

Your version still has problems with synch. There are 2 obvious issues:

1) the bullet time player has several seconds time to experience 1 second of real-time to shoot. If he hits the opponent in second 3 then the real-time player could already be out of the room and is wondering who could hit him there. It would be physically not possible.

2) if the bullet-time player returns then all other players could have left or had several seconds time to shoot you down while you thought it would have been only one second.

It simply would not work this way. Thats why I am suggesting not to change the time. Change the appearance of time instead (e.g. with trails)


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Re: How to realize multiplayer bullet time [Re: Machinery_Frank] #150936
08/29/07 10:16
08/29/07 10:16
Joined: Jan 2003
Posts: 4,305
Damocles Offline
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Damocles  Offline
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Posts: 4,305
1) the bullet time player has several seconds of real-time slowed down to 1 second to shoot. If he hits the opponent in second 3 then the real play could already be out of the room and is wondering who could hit him there. It would be physically not possible.

Yes, the other player would receive the hit when he already passed a wall,
but you could call this a "hit from the past". Reminding the player, that he got
hit a few seconds ago, and now receives the damage. This is up to making this plausible to the
player.

2) if the bullet-time player returns then all other players could have left or had several seconds time to shoot you down while you thought it would have been only one second.

The bullettime player is in a transparent, streched "hard to hit" state, and will after the bullettime
recive "hits from the past".


Your trail system would work, but it would be not a bullettime if the bullets are not slowed down too.
(making the bullettim player shooting at slower speed - reloadtime is also slower)
And the shot-at player would also receive hits onto a position he had in the past.

---

there is no way around than slowing down the game for everyone, or
slowing it down for everyone for a part of the map (as mentioned in the time bubbles)

People outside of the timebubble would have then enough time to aim a good shot at
the players inside the bubble though.

Re: How to realize multiplayer bullet time [Re: Damocles] #150937
08/29/07 10:51
08/29/07 10:51
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
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JibbSmart  Offline
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J

Joined: Mar 2006
Posts: 3,538
WA, Australia
Quote:

Glider 2 uses this kind of bubble too.


so does time-splitter 3, with a time-grenade.

i like damocles' idea.

i personally think that bullet-time has been somewhat overused since max payne (i love that game) because everyone wants to be as cool as the matrix / max payne (btw matrix games lick aged scrotums; they shoulda got a more polished producer to make them). the traditional (slash "homage" to max payne) shoot-dive that happens in so many games has started to feel not just dated, but would be flawed in a multiplayer setting because people who play such action games usually want to compare reflex skills, which has stuff-all to do with bullet-time.

for example, a well-placed "sloth-sniper" shot could put a character into a state of slowed time. this would require skill from the player, and then could be used to (for example) catch-up-to and slit-the-throat-of the flag carrier in a CTF.

having a well-weighted rag-doll which merges with animations would look amazing as you take advantage the other player with various blunt implements (cricket-bat? sticky-grenade?)

i think i've drifted into inconsistent rambling by now, but those are my thoughts.

julz


Formerly known as JulzMighty.
I made KarBOOM!
Re: How to realize multiplayer bullet time [Re: Damocles] #150938
08/29/07 11:13
08/29/07 11:13
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

People outside of the timebubble would have then enough time to aim a good shot at
the players inside the bubble though.




You could simply not allow to shoot into time bubbles.

But your system has the same disadvantages: If your blurred player (currently acting in Bullet-Time) hovers at a certain spot then the other players have enough time to shoot rockets or grenages at that place to kill him before he can make the "hits from the past"


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Re: How to realize multiplayer bullet time [Re: Machinery_Frank] #150939
08/29/07 11:22
08/29/07 11:22
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
But here is another option:

Time-Shooting. You could have an option to shoot another kind of bullet (time bullet) with right mouse-click that changes time for the persons involved into this fight. So if you hit player B then you and player B will get into another time dimension.

They will disappear and can battle in an instance of this level in bullet-time one-on-one. The player A is like Max Payne with standard controls in slow-motion and the player B is also slowed down but with very little or no control.

You can change the colors via post-processing to clearly show the difference.

After that they turn back to the real-time server (maybe with slightly or drastically changed positions to prevent other people waiting for their return).


Models, Textures and Games from Dexsoft
Re: How to realize multiplayer bullet time [Re: Machinery_Frank] #150940
08/29/07 12:01
08/29/07 12:01
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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H

Joined: Jul 2001
Posts: 6,904
Quote:

(...) So if you hit player B then you and player B will get into another time dimension. (...)




That makes sense! With one weapon you could shot an enemie and both are captured in that time dimension (everything else is blue or so and the in realtime actin players are visible, but blurred or so) and you fight each other for 10 seconds or so. When, this time is over the time dimension implodes and throws you to random spawnpoints.

Re: How to realize multiplayer bullet time [Re: HeelX] #150941
08/29/07 15:42
08/29/07 15:42
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline
Rabbit Developer
Inestical  Offline
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Joined: Apr 2005
Posts: 3,815
Finland
Well, timeparadox is not simple matter ^^

If it'd be very very hard to get feature (once per life e.g) or as an special bonus, it'd be possible not to get whines of "spamming time".

Also you must make the players understand that the moment he and the foe gets into the bullet time effect, they will lose the flow of time, but are unaffected by the surroundings. The moment they will go into bullet time effect, they will blur, get transparent and stop moving.

After the effect is gone (few seconds) they will be returned to the "real" world and assigned to the position they were left when they went to the slow motion.

It is IMPOSSIBLE to synch the time with slow and normal time (not to talk about fast). It'd be paradox, and even if possible, very annoying.


"Yesterday was once today's tomorrow."
Re: How to realize multiplayer bullet time [Re: Inestical] #150942
08/30/07 04:40
08/30/07 04:40
Joined: Aug 2001
Posts: 2,320
Alberta, Canada
William Offline
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William  Offline
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Joined: Aug 2001
Posts: 2,320
Alberta, Canada
I wonder if the new game Timeshift has multiplayer? If so, perhaps that's a good place to look. If not, then I'm sure the first game that properly implements this in multiplayer would have a good chance of doing well because of it.


Check out Silas. www.kartsilas.com

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Re: How to realize multiplayer bullet time [Re: William] #150943
08/30/07 05:30
08/30/07 05:30
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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Joined: Oct 2003
Posts: 4,131
Quote:

we feel familiar in singleplayer games while moving as players in bullet time shooting all our enemies - with coolness and elegance.




BARRRFFFF


Sphere Engine--the premier A6 graphics plugin.
Re: How to realize multiplayer bullet time [Re: Matt_Aufderheide] #150944
08/30/07 05:55
08/30/07 05:55
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
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HeelX  Offline OP
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Joined: Jul 2001
Posts: 6,904
Thanks for all your input! I will look now if something is useful in an online environment and/or is fun - which is very important.

Cheers, Christian.

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