My game I'm working on.


(Peter) #1

Would like to get some comments on the games controls, movements, animations, overall functions and the Character. Textures, buildings are temporary, so no need for comments on that.

http://hem.bredband.net/petryl/Games/Demo_v1_01.zip

Thanks / Peter


(Zweistein) #2

WOW WOW WOW
very nice, one of the best games, which are so an early WIP.
very nice charcter andnice movement.
CU


(Peter) #3

Thanks!


(z3r0 d) #4

first my question… how did you get the crosshair (or whatever you want to call it) follow so closely to the cursor in the menu screen

now comments
the way the controls key moves from side to side is really distracting, and makes it harder to read

it is also wierd having to say to move up, and down. I think it would be easier to get used to if you went whichever direction the camera is facing…

the camera does not always keep the character in view…

umm, I guess that is a start. Well, I can’t think of anything else

I want to see more of this.


(Pooba) #5

the way the controls key moves from side to side is really distracting, and makes it harder to read

it is also wierd having to say to move up, and down

This is a classic First person shooter or third person shooter layout. I know some people use left and right to acually turn (you weird people) and the inverted mouse it for people like me who can’t have up be up and down be down, i learned it all from flight sims and Goldeneye for the Nintendo64 :stuck_out_tongue: . It takes some getting used to, but once you do it’s a lot easier to control than the arrow keys.

Pooba


(Peter) #6

I think what z3ro d mean with:

the way the controls key moves from side to side is really distracting, and makes it harder to read

is the text in the menu. This menu are only a test, so it will look completely different when the game is finished. My hope is to have menu were the player can map there own keys the way they like.

it is also wierd having to say to move up, and down. I think it would be easier to get used to if you went whichever direction the camera is facing…

That was my first intention, but it’s very hard to get the rotations right. Besides it would’nt sute the game. He’s carrying a jet-pack and he needs to keep is altitude. If he would fly like a plane he would need wings to keep him up, but he does’nt have that so he needs to keep the jetstream faced aganst the gravitation all the time.

the camera does not always keep the character in view…

I put a delay on the camera to make it less stiff. But i notised that the delay depends on the computer ( frame rate). If you have a realy slow computer the character will go off screen… :frowning:
If someone have a solution to this problem please let me know.

Thanks for the comments! /Peter


(Peter) #7

Sorry z3ro d! I forgot to answer your question:

first my question… how did you get the crosshair (or whatever you want to call it) follow so closely to the cursor in the menu screen

I used a script from Teinye Horsfall’s AssaultX(called “m”) that he’s using in his menu, but I had to change the value in actionx to 8 and substract from the owner.y with -2. This i got from some trial and error so if those values will work for your menu, i don’t know…


(@ce) #8

Excellent game man!! totally!

but I’m freaking annoyed by the inverted Y
GET IT BACK TO NORMAL!!
:smiley: