Well lets face it, Explosions are freakin' sweet and everyone who loves violence loves explosions. Basically everyone on Byond loves violence too.......Well I shouldn't say everyone... But most of the games are based on violent things happening.
So here it is: Explosions.
There are several different ways to make an explosion, from completely iconning one or making bigger explosions by making missles fly everywhere(Megaman style :D). You can even screw with the HUD if you're feeling especially happy that day. Alright, to the point now. How would you handle an explosion and what is the best kind? Now see, opinions are awesome because everyone has one. So start sendin' them in. Why? Because its interesting to see other peoples views.
Personally for me, I'd do a megaman style explosion with missles flying in every direction. Thats only because its easy and I'm lazy.
ID:152259
Jul 9 2007, 5:27 pm
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WarLin wrote:
Well lets face it, Explosions are freakin' sweet and everyone who loves violence loves explosions. Basically everyone on Byond loves violence too.......Well I shouldn't say everyone... But most of the games are based on violent things happening. Awesome, that's just what I needed to hear to inspire me to go and delete every violently-inclined project I have, because I do not love violence and I will not have that said about me. Maybe I'll work on my Distant World space colony simulation-esque thingy again. |
In response to Foomer
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Remember, no guns ;D!
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I personally prefer when explosions are handled realistically: people near the source will probably die, and as you get further from the source, you're less likely to get hurt.
I've only seen one game do the most awesome thing for explosions ever, and it was outside of Byond (though I'm sure others do it): when there's an explosion, if you're close enough to witness it, but not close enough to be hurt that bad, your character suffers shell shock. I think it was a Delta Force game. It was actually quite scary, because in the game, you were normally close enough to be brought into critical health but you hadn't been hit directly (like, if your one side of a wall, and a missile hits a tank the other side of it) and the screen went very...odd...everything goes blurry and makes it a pain for you to hear anything, because it all sounds muffled (and so, you can't judge where gunfire's coming from) |
In response to Lyra04
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Are you sure you mean shell shock? Shell shock's actual name is combat stress reaction, and it doesn't really sound like what you're talking about.
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In response to Popisfizzy
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Oh...I'm sure the manual described it as shell shock. I'm probably wrong though lol What DID I describe then? (I can't check the manual because my brother took the game with him when he moved out...even though it was MY game)
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In response to Lyra04
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Battlefield 2 will do this, and I believe the Call of Duty games will do this during scripted events.
I think it's a mild concussion type thing, though I imagine if you were close enough to an explosion for this to happen to any great extent you'd either get blown apart by the force of the blast or ripped apart by any shrapnel. |
In response to Lyra04
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Half Life 2 did something like that - nearby explosions cause you to go instantly deaf (hear nothing but a ringing that slowly fades), and youre hearing recovers in time. If you're a bit closer, your vision whites out for a few seconds as well.
--Vito |
I have nice giant expanding ones in my Capture the Flag 2 game. Plus they'll chain explode other explosives, make smoke, and blow up terrain, items, and any unfortunate mobs in the way. So with enough of them you can just take out walls rather than trying to go around them.
http://games.byond.com/hub/Theodis/CaptureTheFlag2
If you want to have the most fun with them in that play the alchemist class. They can make their own explosives and get a larger effect out of them.
I also made a few libraries for handling those type of explosions.
http://developer.byond.com/hub/Theodis/Explosions
http://developer.byond.com/hub/Theodis/Explosions2
The second library works more effeciently but doesn't track individual rates of the explosion cells which means you can only have uniform speed explosions. The first library doesn't have this restriction but doesn't work as well so you want to keep the explosion sizes smaller/less frequent.