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fourbros
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Default realistic fps - 06-14-2012, 02:50 PM

I am having trouble making a enemy death method so if you could make a very simple one I could copy that as many times as I need and then hopefully finish my game. and cold you give me some hints and advice.
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Default 06-14-2012, 04:11 PM

Well, I can't use alice on this computer, but I can give you some tips. Tip one is that in video games, enemies have a big, fat, long death. In real life... Picture yourself, but suddenly you lose all muscle movement. What do you do? Ya fall like a brick.
All else I can tell you is to bring into mind real, actual physics when making animations.
That's it. Tell me if you need any more help!


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Default 06-14-2012, 04:43 PM

thanks game kid. U,da' man


My avatar is from the anime "Hyouka".......

You've probably never seen it, much less heard of it.....

You should watch it........


print("Hello World")
This is python code.

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Default 06-15-2012, 10:17 AM

Well, it seems a bit clunky at first, but the animations are getting there. Shooting doesn't work and the reloading sound and animations are very delayed. Just keep working on it and then post the updates. It seems a bit to early in production to start telling what to fix. There just isn't enough in it yet. Keep working on it.


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Default 06-15-2012, 12:25 PM

thanks for the comments Jedi, I am currently working on the delayed sound but what really gets me is the enemy's death. Is there a way to make enemy's die without actual objects and the good ol' "if what ever is within 1 meter of this or that."?


My avatar is from the anime "Hyouka".......

You've probably never seen it, much less heard of it.....

You should watch it........


print("Hello World")
This is python code.

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Default 06-15-2012, 04:41 PM

There might be a way to may rays and stuff or maybe the system used in x2495iiii's Resident Penguin to detect if the zombies are in front of the gun might be the system your looking for. I personally don't know how it works, but i'm pretty sure it's what your talking about.


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Default 06-15-2012, 04:49 PM

yes that is exactly what i am talking about. thanks I will talk to ask X about it.


My avatar is from the anime "Hyouka".......

You've probably never seen it, much less heard of it.....

You should watch it........


print("Hello World")
This is python code.

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Default 06-16-2012, 01:52 AM

Lots of options.

RP uses the position of the object relative to two objects vehicled to the camera to see if the gun is pointed towards the target.

RP4 uses the mouse cursor.

SBuses proximity (if bullet is within...) and distance difference (finds out if the target is sort of on a straight line from the gun to a dummy object far in front of the gun)

The distance difference could be very nice if polished a bit more, but will always be inaccurate due to the geometric irregularities of the enemies.

That's why I figured you goofs would be more excited about that RP4 prototype. It was an FPS with pixel-perfect bullet collision and the ability to detect which part of the enemy you shot and deal damage and animate the enemy accordingly.

Oh well.


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Default 06-16-2012, 11:39 AM

I'm going to re-look at RP4 now that you said that.


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Default 06-17-2012, 02:04 PM

I might actually look at that as well...


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