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Re: 3dgs third person shooter play test
[Re: KiwiBoy]
#264760
05/08/09 00:23
05/08/09 00:23
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Joined: Dec 2003
Posts: 1,220 Just down the road from Raven
BlueBeast
Serious User
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Serious User
Joined: Dec 2003
Posts: 1,220
Just down the road from Raven
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I was amazed at the whole coding aspect of it. Very very good work! Noone mentioned this, but I actually liked the 'tracer' bullets by the enemy. It gives you a clear picture of where the enemy is when he's shooting, and I liked it a lot! I havn't seen that before, and it's a nice addition! Keep up the good work! Hopefully you'll get help on your project, or be invited to work on another project. Great skills you have - Jason
Gamestudio Pro 6.4 Pentium 4 3.0 GHz 800MHz BUS AtiRadeon 9800 pro 256Mb 21" Monitor 1 Gig DDR RAM 36 Gig RAPTOR SATA+ 120 Gig SATA SB Audigy 2 w/ 450 watt Logitech Z680 5.1 www.nordicepitaph.com
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Re: 3dgs third person shooter play test
[Re: BlueBeast]
#264880
05/08/09 15:35
05/08/09 15:35
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Joined: Nov 2008
Posts: 946
the_clown
User
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User
Joined: Nov 2008
Posts: 946
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Got an idea for a nice weapon... How about a gun that fires that kind of saws, like discusses?
EDIT: By the way, one question: How do you handle aiming? I mean, it looks like you have a fixed crosshair (panel), and all shots are forced to got to the point under the cross, i suppose you use c_trace to get that vector. But if the player's standing at a corner, it could be that the line between the target vector and the gun's muzzle position doesn't reach the target. How do you handle that?
Last edited by the_clown; 05/08/09 15:40.
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Re: 3dgs third person shooter play test
[Re: the_clown]
#264960
05/09/09 04:03
05/09/09 04:03
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
OP
Serious User
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OP
Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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well the bugs rarely occur.. i didnt recreate any of them in tha vid above nor this that am about to show... this is just a second playtest with a few things i've been working on.. yes, i kno the ragdolls are horrible but its all a work in progress see second video here... second playtest.. there are alot of errors in this vid... even more than the first... but it shows some new implementations that i've been workin at... am still seeking help and ideas..
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Re: 3dgs third person shooter play test
[Re: darkinferno]
#264972
05/09/09 08:48
05/09/09 08:48
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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heli looks nice and the buggy should be a little faster i guess. Keep it up! p.s. you can take part in contests, i dont know what next contest will be about, but you can win a better edition of gamestudio from contests, follow contests part of aums
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Re: 3dgs third person shooter play test
[Re: the_clown]
#264993
05/09/09 12:28
05/09/09 12:28
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Joined: May 2009
Posts: 1,816 at my pc (duh)
darkinferno
OP
Serious User
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OP
Serious User
Joined: May 2009
Posts: 1,816
at my pc (duh)
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@quadraxas: thanks for the contest idea.. it'll definately be cool to have a better edition.. i can only imagine the work i'd be able to get done @the_clown: i implemented the buggy in less than 3 hours... so i kno its troublesome idk whats the problem.. i develop each piece of code in a seperate project then implement them to the main 1... i finished the driving aspect of the buggy in another project and its amazingly fast and easy to control there... but when i bring to to the main project... everything changes... i'm still trying to figure out y...
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