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About LiberLogic969

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  1. LiberLogic969

    Combos for shooters

    I've had some ideas about this subject in the past, although the idea was for a 2D sidescrolling RPG. Its a gun combo system that revolves around very smooth and fluid timings of a "Maneuver" (for example, a backflip or barrel roll) and a series of queued weapon actions. The general idea is that each maneuver will have a certain amount of "Trigger Frames" where during specific frames of the animation a "ray" is cast from the player from a direction based on the current maneuvers animation frame and if the ray hits an enemy the queued shot in that "Trigger Frame" will fire. So for example the Backflip Maneuver has 3 "Trigger Frame", so the player can queue 3 weapon actions, and in each of those actions the player can preform multiple shots from the same weapon based on their "Reflex Points" (basically an action point system). So the player is surrounded by 2 enemies and queues up a shotgun blast, a knife throw, and 3 shots from a pistol. When the Backflip is used the player will start to jump up and backwards and the first "Trigger Frame" activates and cast its ray which hits the enemy in front of the player and he/she fires the shotgun blast. The player is now mid air and starting to spin and the 2nd "trigger Frame" begins and hits the enemy behind the player, so the knife throw happens. Then when the player lands facing the enemy who just got staggered by the knife throw the final "Trigger Frame" activates 3 shots from the players pistol into the enemies face... well shit, that was a mouthful... hope that made sense, its pretty difficult to explain.
  2. LiberLogic969

    Making a weapon feel powerful.

    From my personal experience playing shooters I tend to favor weapons that have strong "kick" when fired. Properly timed camera shake, weapon "kick" animation, and a loud and echoing blast.   I think something that is overlooked sometimes is appearance of the projectiles speed and size. A pistol that looks like its firing BB's wont draw in a players attention as much as that 50 cal. rifle that fires what looks like a baseball that penetrates through multiple tree trunks in one shot. The Effects a given weapon has on the environment can play a role too. A strong weapon could shoot through or destroy things that a weaker weapon wouldn't scratch.    Some games make how powerful a weapon feels relative to its intended use. For example, fighting a tank with an M16 would be very ineffective (and feel weak), but that RPG would appear to be extremely powerful in the same situation... on the other hand you wouldn't want to use that RPG (even though its considered Powerful) for hunting deer (for obvious reasons), but that crossbow can make your job more effective (which can translate into power). I think that last point is really dependent on your games design though...  
  3. LiberLogic969

    Monster in a Horror Game

      Gameplay wise, it could increase the threat level of an enemy as you harm them. Shooting off that really fast zombies arm could basically give it a sword... intense hehehe
  4. LiberLogic969

    Ideas to make dialogue fun/engaging

    I've always thought it would be cool if a dialogue system similar to The Elder Scrolls or Mass Effect had a way to apply a range of attitudes to responses. I haven't seen any games that have done this, although it wouldn't surprise me if one is out there. My idea was to create the tree of responses as being neutral and the player can manipulate a slider (or some other visual UI) to apply certain ranges of emotion to the responses and the NPC's dialog tree would take these cues into consideration and react accordingly. So instead of the usual 4 responses where each has a general attitude the player will only get a few basic neutral responses and will have to apply the emotional attitude themselves. Then there could be a deeper conversation tree that will fetch the "spoken" (show as being actually said to the NPC) response that is appropriate to the attitude chosen (if that makes any sense, I'm really tired).
  5. LiberLogic969

    Level Design in Visual Stuido 2013 & XNA

    I'm going to assume you are working in 2D, which in that case this tutorial has some very useful sections that I believe will help you : http://xnagpa.net/xna4rpg.php   You can load in Texture2D objects in a windows forms project using Texture2D.FromStream(...). You will need to set up a graphics device first within the WinForms project and there is a sample on creators club website that will show you how to do that : http://xbox.create.msdn.com/en-US/education/catalog/sample/winforms_series_1 . I believe the RPG tutorial I linked above uses that sample as its base for displaying the map and loading in textures.   Hopefully this info will help you out.
  6.   For an appropriate equation, you might google things like "damped oscillator equation".   http://mathworld.wolfram.com/UnderdampedSimpleHarmonicMotion.html Basically, a sine/cosine wave multiplied by an exponential decay function.   Or you could just use a sine wave and modify it by the current strength of the "wind gust" in that location.   Your wind gust could be a modifier on your global wind speed, and could be modeled by a point that moves across the screen, and the wind strength being some function of distance from that point at a particular location.   How are you drawing your trees? How are your sprites broken up?   I have a blog post based on the crysis method for rendering wind animations in vegetation (in 3d), it may be of some use: http://mtnphil.wordpress.com/2011/10/18/wind-animations-for-vegetation/     Thanks for the replies. That math is way over my head >_<   For trees my current plans are to create a few different trunk pieces that I can group together and them place the leaves above them in my map editor. Same thing for vegetation, I will be placing groups of sprites in various layers of the map and flagging them as "effected by wind".    I don't have any experience with shaders unfortunately so I wouldn't know where to begin with advanced concepts like that. 
  7. I'm trying to find a method for simulating the effects of wind on various sprites in a 2D scene. Is there a relatively simple technique that I could use to achieve this? What I have in mind is to give these sprites a "spring" effect that I could hand a force to which would rotate them in a specific direction and eventually degrade the force and bring the sprite back to its "resting" rotation over time with a little bit of rebound/wobble/sway... My Problem is I don't understand how I can mathematically create the elastic/spring effect using rotation and bringing into account things like mass, resistance, or stiffness. How would I go about doing this in code? This doesn't have to be super realistic in anyway, but I was hoping I could set it up so there is a global wind variable that gets applied to sprites starting at one side of the screen and making its way to the other to look like a gust of wind passed through, which I should be able to accomplish once I have a method for applying a wind force to each sprite... If anyone has any experience doing something like this or any advice/ideas that you think may be helpful I would greatly appreciate it!!!
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