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Re: [PREALPHA] ▲ (alpha 2)

Posted: Wed May 02, 2018 9:26 pm
by chronoteeth
twitching crosshair? the only crosshair changes i did was with the ironsights on the rifle removing the crosshair when aiming down the sights. bit confused as to what you mean tbh

Re: [PREALPHA] ▲ (alpha 2)

Posted: Wed May 02, 2018 9:51 pm
by Doomenator
chronoteeth wrote:twitching crosshair? the only crosshair changes i did was with the ironsights on the rifle removing the crosshair when aiming down the sights. bit confused as to what you mean tbh
Of course I was talking about the camera movement with the crosshair. The crosshair is absolutely stationary relative to the center of the screen. But relative to the game space, it moves. If you don't understand these things, then just forget what I wrote. :D

Re: [PREALPHA] ▲ (alpha 2)

Posted: Wed May 02, 2018 9:55 pm
by chronoteeth
do you mean when the camera jitters when shooting and reloading? thats intentional

Re: [PREALPHA] ▲ (alpha 2)

Posted: Wed May 02, 2018 11:35 pm
by Captain J
chronoteeth wrote:-backup is just that, a last resort. the quick melee is even better than what it is. its meant more to make sure to trigger switches than for combat. the upgrade just makes it combat viable. just use the melee button for an actual key 1 style melee attack. each weapon has melee too so you dont have to use the back up pistol.
Even for last resort, it takes too much times to take them down with this little gizmo and other weapons including fist just withers its life-saving backup purpose. It's just my thought here. Some kind of upgrade for this gun or temporary berserk that increases its damage would be appreciated.
-do you know what exact frame on the vertelli? cant seem to find it
zxczxczxc.PNG
Here. It's especially visible in Kinsie's Test map.

Re: [PREALPHA] ▲ (alpha 2)

Posted: Thu May 03, 2018 12:45 am
by Gideon020
The weapons feel pretty good, but the SSG sprite replacement feels off compared to the rest. I feel like the Marathon Shotguns would be a better fit, but that's just me and this is a minor quibble anyway.

Re: [PREALPHA] ▲ (alpha 2)

Posted: Thu May 03, 2018 12:48 am
by chronoteeth
i do like the marathon shotgun but its a smidged overused as of late, and it can be a bit too plastic-y imo. the ssg has a texture at least. ill bump up the bup just a teeny tiny bit

Re: [PREALPHA] ▲ (alpha 2)

Posted: Thu May 03, 2018 12:57 am
by Gideon020
chronoteeth wrote:i do like the marathon shotgun but its a smidged overused as of late, and it can be a bit too plastic-y imo. the ssg has a texture at least. ill bump up the bup just a teeny tiny bit
Also, I'm sure someone's already told you this, but the multi-rocket launcher's sprite deforms when it's spinning to ready another shot.

Re: [PREALPHA] ▲ (alpha 2)

Posted: Thu May 03, 2018 1:16 am
by chronoteeth
Gideon020 wrote:
chronoteeth wrote:i do like the marathon shotgun but its a smidged overused as of late, and it can be a bit too plastic-y imo. the ssg has a texture at least. ill bump up the bup just a teeny tiny bit
Also, I'm sure someone's already told you this, but the multi-rocket launcher's sprite deforms when it's spinning to ready another shot.
yeaaa thats just how the sprite ended up being, perspective stuff. ngl just too lazy to redraw all those frames

Re: [PREALPHA] ▲ (alpha 2)

Posted: Thu May 03, 2018 5:13 am
by Kyotra
Doomenator wrote:As I said, the crosshair shows not only the direction of the weapon, but where the eyes look. But your eyes don't twitch upwards, no matter what you do with your hands.
Well in real life your eyes are not bound to the direction of your rifle sights and vice versa, so I'm not sure that's a fair comparison.

Re: [PREALPHA] ▲ (alpha 2)

Posted: Thu May 03, 2018 2:46 pm
by Doomenator
Kyotra wrote:Well if real life your eyes are not bound to the direction of your rifle sights and vice versa, so I'm not sure that's a fair comparison.
But eyes really aren't attached to a rifle sights, as in reality and in the game too. This is not an imitation of the view from the camera rigidly fixed on the rifle. The movement of weapons does not depend on the direction of gaze and vice versa. The gaze usually focused in one point and does not jump by itself. Unless, of course, you get hit in the back of the head every time when you reloading shotgun. :biggrin:
Therefore, I consider that imitation of recoil and reloading by the tilting the camera upwards, to be a stupid idea.

Of course, I do not rule out this possibility completely. You just have to do it right. For example, the movement of the camera should be small and smoother. And with return to the initial position. In addition, there are many other additional things that can also simulate the recoil of weapons. Trembling screen, the player rollback of, camera zoom, changes fov, move weapon sprite, special effects, etc.

Re: [PREALPHA] ▲ (alpha 2)

Posted: Fri May 04, 2018 9:09 am
by chronoteeth
Doomenator wrote:
Kyotra wrote:Well if real life your eyes are not bound to the direction of your rifle sights and vice versa, so I'm not sure that's a fair comparison.
But eyes really aren't attached to a rifle sights, as in reality and in the game too. This is not an imitation of the view from the camera rigidly fixed on the rifle. The movement of weapons does not depend on the direction of gaze and vice versa. The gaze usually focused in one point and does not jump by itself. Unless, of course, you get hit in the back of the head every time when you reloading shotgun. :biggrin:
Therefore, I consider that imitation of recoil and reloading by the tilting the camera upwards, to be a stupid idea.

Of course, I do not rule out this possibility completely. You just have to do it right. For example, the movement of the camera should be small and smoother. And with return to the initial position. In addition, there are many other additional things that can also simulate the recoil of weapons. Trembling screen, the player rollback of, camera zoom, changes fov, move weapon sprite, special effects, etc.
honestly thats just a matter of tastes then. i like the recoil i implemented, so i dont think this is gonna change.

Re: [PREALPHA] ▲ (alpha 2)

Posted: Fri May 04, 2018 3:08 pm
by Doomenator
chronoteeth wrote:honestly thats just a matter of tastes then. i like the recoil i implemented, so i dont think this is gonna change.
Omg, I thought it is level perception and awareness of simple visual and intuitively understandable things. But it turns out it's a matter of tastes. Well, ok then. :o

Re: [PREALPHA] ▲ (alpha 2)

Posted: Sat May 05, 2018 5:45 am
by Combine_Kegan
I really really like the backup pistol being a single shot shotgun, and the grenade launcher is a very clever usage of the bryar pistol. Though I do question the need for a fist when you have an excellent quick stab melee attack and that wonderful little backup pistol.
These guns are a lot of fun, I especially like the reload animation for the triple barrel rocket launcher, and the way the rockets themselves travel is great

Re: [PREALPHA] ▲ (alpha 2)

Posted: Sat May 05, 2018 10:50 am
by chronoteeth
Combine_Kegan wrote:I really really like the backup pistol being a single shot shotgun, and the grenade launcher is a very clever usage of the bryar pistol. Though I do question the need for a fist when you have an excellent quick stab melee attack and that wonderful little backup pistol.
These guns are a lot of fun, I especially like the reload animation for the triple barrel rocket launcher, and the way the rockets themselves travel is great
key 0 are unused weapons

Re: [PREALPHA] ▲ (alpha 2)

Posted: Sun Sep 23, 2018 12:34 pm
by NullWire
Do you still working on this?