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by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12532217 views, last view: 11/02/2024 15:25 |
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#11580: BTW... |
by tentus_
on 01/11/2009 08:07
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To anyone who kicked my arse this night, my apologies for being in such poor (and non communicative) form. I was playing around with different button configurations in Xpadder for the Harmonix Wii Guitar.
Conclusion: not effective /at all/, but kinda fun in a weird way. I found myself tapping out these weird little rhythms on my frets to turn and fire just enough, while straining my pinky to strafe whenever I could, which unfortunately doesn't hold up very well against kb/mouse. Sacrificing the ability to look up/down conveniently also came as a huge drawback. If it was a slower game, perhaps an rpg with autotargeting of some kind, it could probably work out.
For anyone who is interested, my most successful config was as follows:
Green: turn left
Red: fire
Yellow: Jump
Blue: turn right
Orange: right-click (I have mouse2 bound to zoom, so it worked for me)
Fret Down/D Up: forwards
Fret Up/D Down: back
D left: strafe left
D right: strafe right
Plus: Scroll up
Minus: scroll down
Whammy: look up/down (didn't work so hot)
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#11581: Re: BTW... |
by demosthenes
on 01/11/2009 08:12, refers to #11580
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I wasn't aware awesome could be distilled to such a degree. Thank you for enlightening.
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#11582: Re: BTW... |
by tentus_
on 01/11/2009 08:49, refers to #11581
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Interesting choice of words... I've run out of songs to play on RB2 on my tired old Wii, so I've been playing some Frets on Fire X recently, because Harmonix has yet to get their long-awaited Wii store working (what's up with that, anyhow? bad public relations the whole way around...). It seemed logical to give the guitar a chance at my favorite open source game (just as logical, in my mind, as using a more traditional gamepad... that is to say, only worth doing for a temporary amusement).
Mixing and matching elements from games like this does produce some interesting ideas though. We've all heard the idea of music swelling dramatically based on the situation (Shadow of the Colossus springs to mind), but playing around like this makes me wonder about the feasibility of a more direct connection. Imagine an SP map that is scripted so that you get bonuses for timely actions, from door openings to shooting enemies. At the very least, it sounds like a good premise for a flash game to me, if trying to code up such synchronization is too difficult starting with the sauer engine.
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#11583: Re: BTW... |
by demosthenes
on 01/12/2009 03:53, refers to #11582
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That would certainly be an interesting game to play. By timely actions, do you mean happening-on-beat-synchronously-with-the-music? If so, how would you add balance such that syncing up your actions with the beat would be at least mildly challenging?
What about a game in which to win you must simply match your actions exactly in timing and duration with cues on screen (a la gitfiddle hero, etc), but you are also free to deviate from it? Perhaps it could be set up to stream the highest score stream, the quickest completion stream, or an average just-do-the-objectives stream by player choice. The most difficult part there is adapting the stream as the player deviates from it such that they can re-enter it at will.
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#11584: Re: BTW... |
by tentus_
on 01/12/2009 05:00, refers to #11583
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Happening on beat, yes, probably indicated by a horizontally scrolling iconographic bar (because some actions would require a bit more forewarning than vertical allows). I played around a bit in flash with some ideas, and it looks like a playable game would have to be a combination of player matching the song, and the song matching to the player's actions. For example, I had the best results when I split a song up into multiple parts and had each part play only when a condition was true (think kind of like Auditorium). The parts each had an array of numbers that were used to create the event track, by summing them up (for my testing flash I used 0-9 as my "action icons", which were kind of arbitrary).
It's not hard to envision how you could turn this into a simple but enjoyable game. Give the player freedom by letting them roughly guide how they want the music to go (similar to switching into Overdrive mode, but more different modes) but have the music at the time be based on what's going on. This in turn creates the series of actions that you are rewarded for.
Some things that worked in my flash test: having running be a series of hammerons. having critical hits when the player attacks enemies when the music encourages it, as opposed to as frequently as possible. rewarding the player for dramatic deaths by doing a deus-ex-machina (i wrote the situation and i still got a kick out of it).
Things that didn't work: really long notes. frequently recurrent fret sequences. trying to focus both on the screen and on the track (I should have made an 'observation' mode that slows down time or something). music tracks that weren't an interval of 30 seconds.
I think that making the game sound and look decent would greatly overstep the conventional bounds of flash (my swf was over 10 megs with just little text graphics running around and basically two songs broken into parts). Still, it could make for a fantastic little timewaster.
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#11585: Re: BTW... |
by demosthenes
on 01/12/2009 05:07, refers to #11584
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It could indeed! Is there any relative of MIDI capability in flash coding? That might help cut down on the music size (it may even cut down on the music content size if you have to code it yourself (which would be a monumental pain)), and I think it could easily get by with MIDI or similar format (which makes event synchronization easier, too!).
And I lost my train of thought. Darn my overly long parenthetical statements!
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#11586: Re: BTW... |
by tentus_
on 01/12/2009 13:57, refers to #11585
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No, flash has no MIDI support, which has always puzzled me. You can (and in a few instances I have) sit down with each individual note and plug them in to the timeline in a MIDI style, but otherwise there's no support at all for the format.
I tried streaming the music, but having so many song clips made it impractical: it'd be too easy to max out a solid connection.
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#11587: How do I make Cube 2 load up one of my maps on load? |
by Alster
on 01/12/2009 18:19
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Let me elaborate.
When you open cube2 it automatically loads up metl4 (or metl3, but it loads up a metl map). How could I make cube2 load up a map called Garden instead.
Also when you press escape and you click load map (or select map) and it gives you a load of maps how can I delete them? I've deleted the map file but they still appear in that menu!
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#11588: .. |
by ZGMF-X20A
on 01/12/2009 19:13
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edit the bat file add -lmapname.ogz
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#11589: Bat file? |
by Alster
on 01/12/2009 21:43
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Where is this bat file? Sorry if it sounds a bit stupid!
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#11590: Collision meshes |
by Goober
on 01/17/2009 19:27
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Is there any way using the current Sauerbraten game (CTF Edition) for me to cancel the box collision and instead use full mesh collision, or a collision mesh (a low poly invisible mesh used only for collision)?
If not, how would I go about coding this in?
Yes, I've already tried the elliptical collision setting and it does not suit my needs.
Thank you,
Goober
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#11591: Re: Collision meshes |
by tentus_
on 01/17/2009 21:10, refers to #11590
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The code that you're proposing would end up being quite complex and resource intensive (comparatively... what we have work very very fast). Have you considered using the clip material in conjunction with a minimal collision box? I found that it worked well for fairly complex shapes, even when working with pretty minor details (I was able to accurately clip the wings and support poles of a biplane model, for instance).
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#11592: Re: Bat file? |
by MeatROme
on 01/17/2009 22:31, refers to #11589
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It's in the main game (sauerbraten) directory .. you might not see file-extensions with your file-explorer (better to switch this on anyway!!) .. it'll have an icon like a window with a cogwheel in it .. right-click it and select "edit". HTH
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#11593: Re: Collision meshes |
by Goober
on 01/18/2009 06:44, refers to #11591
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Your idea is good, but it would only really be worth the time if you could save prefabs and load them into any map at any time. I'm not really liking the idea of modeling a collision mesh out of volumes for a gigantic water tower every time I go to use it :P
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#11594: Re: Collision meshes |
by MeatROme
on 01/18/2009 11:11, refers to #11593
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prefabs .. erhm .. like build it once, save it as "my_excellent_prefab_001" .. do a "/newmap 12" and construct some basic layout .. "/save" .. "/map my_excellent_prefab_001" .. select the geometry, press C to copy .. "/map work_in_progress" .. select destination .. press V to paste .. "/save" ..
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#11595: Re: Collision meshes |
by tentus_
on 01/18/2009 15:44, refers to #11593
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MeatRome's right, it's easy to copy both geometry and ents at once. I've got a map that is nothing but predone geometry/ent setups (torches are something I have a lot of, for example). It'd be nice if Sauer had a way to save "groups" if you would, which you could place ad then break into their components if they need further editing, but I'm not convinced that it's a feature that would be worth the amount of effort it'd take.
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#11596: Message censored by administrator |
by Blazey
on 01/20/2009 05:49, refers to #10250
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#11597: Favicon |
by jbuk2k7s cookie has gone
on 01/20/2009 19:35
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The main page has a favicon now?
That took a while.
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#11598: Re: Favicon |
by tentus_
on 01/20/2009 20:27, refers to #11597
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Yeah, I was laughing to myself about that this morning. Web developer humor is twisted indeed.
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#11599: Re: Favicon |
by Quin
on 01/21/2009 11:34, refers to #11598
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;)
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