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View Poll Results: What kind of a weapon switch system should I implement?
Ability to switch between all weapons 15 44.12%
Can only have two weapons at a time (must go to a certain place for more options) 19 55.88%
Voters: 34. You may not vote on this poll

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jediaction
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Default 08-04-2010, 11:31 AM

Thanks. I'll try it

EDIT: how do you use this program. Im trying to hook up my x-box 360 controller. This is devide manager not xpadder


Website: www.salokingames.com
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Last edited by jediaction; 08-04-2010 at 11:43 AM.
   
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Update 8-7
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debussybunny563
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Lightbulb Update 8-7 - 08-07-2010, 04:38 PM

New update available!

Changed/added features:
I changed the environment to snow, instead of the previous sand/desert.
There is a numerical ammo count, so you know how many bullets you have left.
You can now crouch down, which makes you move slower, but also allows you to move closer to the enemy without being noticed.
When aiming down the sights, the camera zooms in a little bit.

Should I add a different ammo count system? I was thinking maybe a bar that represents your total ammo, and it decreases in length as you deplete your supply.
Also, I have difficulties with integrating, or even just making a map/radar system. Any help would be appreciated.

I've decided that I'll probably get rid of most of the allies, and instead make something akin to parts of the "Cliffhanger" mission in Call of Duty: Modern Warfare 2, where you'll have one ally providing cover as a sniper from high ground (like Soap shooting tangos when you get close to them), if I'll use any allies at all.
Therefore, I'll probably use the police character models for enemies instead of the current guerilla.

If you have comments, suggestions, questions, or find a bug, let me know.
Enjoy!

Pictures:
1. Going prone in some vegetation
2. The design for the soon-to-come new enemies
3. & 4. Showing the difference between sights and no-sights (the character is unmoved); the red dot is zoomed in more
Attached Images
File Type: jpg capture01.jpg (17.0 KB, 63 views)
File Type: jpg capture00.jpg (13.7 KB, 62 views)
File Type: jpg capture03.jpg (12.0 KB, 61 views)
File Type: jpg capture04.jpg (12.3 KB, 61 views)

Last edited by debussybunny563; 08-14-2010 at 12:16 PM.
   
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arty-fishL
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Arrow 08-07-2010, 06:13 PM

Quote:
Originally Posted by jediaction View Post
Thanks. I'll try it

EDIT: how do you use this program. Im trying to hook up my x-box 360 controller. This is devide manager not xpadder
devide manager?

Also I am downloading the fps (got a name for it yet?) now.


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I actually did download it
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arty-fishL
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Question I actually did download it - 08-07-2010, 06:19 PM

why is it that when I download the file and then reload the page the attachment views never go up?


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its very good
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arty-fishL
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Thumbs up its very good - 08-07-2010, 06:27 PM

nice

I find the look controls are too sensitive for me when carefully aiming, if I just tap a key it to move the aim slightly the aim suddenly jumps instead.
It would be nice if you could make it do what it currently does while a key is held, but only move slightly when a key is tapped.


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Fixed it
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debussybunny563
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Arrow Fixed it - 08-07-2010, 08:00 PM

Quote:
I find the look controls are too sensitive for me when carefully aiming, if I just tap a key it to move the aim slightly the aim suddenly jumps instead.
It would be nice if you could make it do what it currently does while a key is held, but only move slightly when a key is tapped.
OK, now I made it so that if you just tap quickly, it moves only a little, and it's difficult to detect that it moves a bit slower if you hold the key in, so it doesn't lag your speed when you're trying to turn around quickly.

Tips for accuracy:
Instead of pressing J or L to correct your aim, try using S and F to move left or right instead of turn left or right. The overall distance your screen moves will be smaller (in the previous version, that is. I'll post the 'tapping' version in a bigger update with more features, so you're stuck with this for now).
Go prone. Since you move slower on the ground, that further decreases the amount of movement left and right. However, the speed with which you turn is still the same.

Quote:
Also I am downloading the fps (got a name for it yet?) now.
No final name yet. Any suggestions would be welcome, though I'll probably disregard them.

Last edited by debussybunny563; 08-08-2010 at 07:32 AM.
   
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labtek9
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Default 08-08-2010, 11:36 AM

The game won't play on my MAC but I'm going to try on a Windows


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Macs...
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debussybunny563
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Unhappy Macs... - 08-08-2010, 11:47 AM

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Originally Posted by labtek9 View Post
The game won't play on my MAC but I'm going to try on a Windows
My friend had a similar problem. He's a HUGE Mac fan (goes by 'Lem0nhead' online-has an account on the forums), and it won't play any worlds with imported objects. Basically, he can only use the objects that come with the program i.e. the object gallery.
Apparently the Mac version of Alice is buggy. (I should know, since I've used it for long periods on both Windows and Mac)
   
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jediaction
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Default 08-08-2010, 03:13 PM

Quote:
Originally Posted by arty-fishL View Post
devide manager?

Also I am downloading the fps (got a name for it yet?) now.
Yes, Device Manager.


I also played the game.

Feed back...
Amazing animations
Bullets dont hit the enemy when i hit him (most of the time)
No sound
Dont know where to go


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debussybunny563
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Default 08-08-2010, 06:11 PM

Quote:
Originally Posted by jediaction View Post
Bullets dont hit the enemy when i hit him (most of the time)
No sound
Dont know where to go

By that, do you mean that the enemy doesn't respond to hits, or that even if you unload an entire magazine and it seems that the bullets all 'hit' he still doesn't go down?

Currently, there is no hit animation (except if you hit him from behind, then he turns around), but he still loses health.
However, I have also found that the bullets don't always register, so it is a problem, and I'm just asking how severe it is for you.

Either way, I changed the collision for the bullets, and now it's a lot more responsive; you can shoot from anywhere and still hit, provided good aim and within range.

BTW, I do have a range for all the weapons.
M4-200 meters
AK47-150 meters
Desert Eagle-50 meters
UMP-100 meters
P90-175 meters

The result of changing the collision was extremely unexpected (for me):
Smaller file size! Went from 8.29 MB to only 7.26 MB with no other changes.
I was surprised because the code was a lot longer, but maybe it's because of Alice's way of compacting things in different events, blah blah, it's very difficult to explain something like this in plain text, so forget it.

As for sound, yeah, none yet. I expect the game will be a lot better with it. I'm trying to get the other things done first.

As for where to go, there currently is no gameplay, just you and that single enemy. That is also why the game is so lacking, and I'll need a big update for that. This will be what I'll be working on, and it will take a while before completion.
   
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