well I've been working on a first person engine using different angles of the map object then creating that angle as a screen object.
now I wanted to know if its possible to make the clients eye coordinate with the mouse-im almost positive thats not but wanted to ask-
two i wanted suggestions on a shooting/aiming system
third a way to go up stairs, crouch, and possibly a flashlight/night vision system
and finally any other suggestions you have
*also sniping*
ID:151509
Jul 23 2010, 2:58 am (Edited on Jul 23 2010, 4:03 am)
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In response to Gakumerasara
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ive got'en the basic movement and projections of all walls and obj's for the programing stand point thats bout it iconning wise ive worked on some guns for hud and for what others see
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In response to Alec94
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oh also i finnished my system for projecting the mobs "clone to say" since everything is using client.screen
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In response to Alec94
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Oh i just noticed your the owner of the other fp shooter on byond
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In response to Alec94
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I have a question for you since your familiar with this what is the best/easiest way to acomplish a more fluent movement system
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In response to Gakumerasara
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Gakumerasara wrote:
At present, it's not possible to coordinate mouse movements in the way you describe. I was able to work around it by using on-screen mouse position, but this method was such a laggy means of turning that I removed it in favor of keyboard-only movement. What do you propose would be the easiest way then? |
In response to Alec94
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Alec94 wrote:
What do you propose would be the easiest way then? Please edit your posts instead of posting repeatedly. I promise I'll respond to all of your questions once I read them. =P Depending on how fast your calculations are processed and how quickly you can generate a screen refresh during movement, the tick_lag may be the simplest thing for you to play around with. If you can increase the refresh rate, then you can decrease the movement per step which in turn makes movement more fluid. However, you then have to deal with the button-mashing issue (which can slow things down). I would say experiment and tweak it until you think it's suitable for your needs. I wouldn't call this an ideal situation by any means, and fluidity in this case is very much a relative term. However I would recommend avoiding mouse-based movement as mouse procs are too laggy (due to queuing) for an FPS. As far as adding a true Z component to your game, I would highly recommend holding off on that until you first have a fully functioning 2-D environment. |
In response to Gakumerasara
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sorry my bad
*and ok well im a continue workin |
Everything you describe can be done, but when you start messing with the eye's z-level, you open a whole new can of worms in terms of calculations and positioning issues.
How far along are you on this project?