• Receiver- A new, realistic FPS from Wolfire Games
    969 replies, posted
It's actually a placeholder model for a shotgun but I will add the Mini-14 as the sniper eventually [editline]24th June 2012[/editline] [IMG]http://puu.sh/DtHn[/IMG] needs a bit of work. but progress is progress [editline]24th June 2012[/editline] Well, not tonight, fellas. I got it to shoot but it's not really reliable, and it's still fucking rotated 90 degrees. Tomorrow is, however, a promising date.
[media]http://www.youtube.com/watch?v=I8lxT4UplZU&feature=youtu.be[/media] The slide doesnt have to be pulled back all the way to re-chamber rounds. Not sure if this is an easy fix, or if anybody even wants it fixed. Just thought I'd point it out.
[QUOTE=Protocol7;36477651]It's actually a placeholder model for a shotgun but I will add the Mini-14 as the sniper eventually [editline]24th June 2012[/editline] [IMG]http://puu.sh/DtHn[/IMG] needs a bit of work. but progress is progress [editline]24th June 2012[/editline] Well, not tonight, fellas. I got it to shoot but it's not really reliable, and it's still fucking rotated 90 degrees. Tomorrow is, however, a promising date.[/QUOTE] Remove the animation component from the mesh if there is one [editline]25th June 2012[/editline] Going to add some stuff in when I get home, drew up a ton of concepts earlier so hopefully I'll get to implement some tonite
[QUOTE=NinjaWilko;36478353]Remove the animation component from the mesh if there is one[/QUOTE] The model is rotated 90 degrees, that wont solve anything
[QUOTE=Protocol7;36478383]The model is rotated 90 degrees, that wont solve anything[/QUOTE] If it's only rotating when you play the game, then it's the animation overriding the rotation. If not disregard this
[QUOTE=NinjaWilko;36478409]If it's only rotating when you play the game, then it's the animation overriding the rotation. If not disregard this[/QUOTE] Will take a look later. Ain't a whole lot I can do from my tablet :v:
[B]It liiiiiiives![/B] [t]http://i.imgur.com/xCA2W.png[/t] [t]http://i.imgur.com/vbIpH.png[/t]
[QUOTE=NinjaWilko;36480161][B]It liiiiiiives![/B] [t]http://i.imgur.com/xCA2W.png[/t] [t]http://i.imgur.com/vbIpH.png[/t][/QUOTE] That could either be the worst or the best game for iOS.
[QUOTE=Hakita;36480265]That could either be the worst or the best game for iOS.[/QUOTE] Its absolutely horrible to play. :v: But thats because of my 15 minute control port and the fact that its still generating 5 rooms in a line still. If I actually spent time and fixed stuff up, and made proper touch controls it could be alright I think. [editline]25th June 2012[/editline] Started adding substances to the game (procedural textures) and made it generate a random weapon when you start. At the moment the colour of the metal and the amount of dirt are randomly generated. Going to add more stuff in as I learn, but it's a start. [t]http://i.imgur.com/G1NDV.png[/t] Also fixed those 50-something warnings that I posted on the previous page.
Oh my god, stop teasing and upload it already. :V
goddamn it's nice to have someone as knowledgeable and experienced as ninjawilko working on this
Holy shiiiiiiit That looks amazing, I would have never thought of changing the look of the gun.
Is there a way to change the mouse sensitivity? Somehow I need to move my mouse so much and it is really annoying. This game is really neat, hopefully they will to continue on this gem.
[QUOTE=junker|154;36482259]Is there a way to change the mouse sensitivity? Somehow I need to move my mouse so much and it is really annoying. This game is really neat, hopefully they will to continue on this gem.[/QUOTE] the newest release has a mouse sensitivity slider
If you buy Overgrowth do you get access to it's level editor? Didn't want to dig up the overgrowth thread for such a basic question.
[QUOTE=ChaosUnleash;36482532]If you buy Overgrowth do you get access to it's level editor? Didn't want to dig up the overgrowth thread for such a basic question.[/QUOTE] Yes.
I'd really like to see this expanded on, I've wanted ammo management mechanics like this in an FPS for a long time. But at the moment that's the only appealing aspect of gameplay to me. I don't like one-hit deaths. Yes, make it punishing, but give us a chance to survive against those bastard turrets that are in a nice elevated position, behind you. I also still don't understand how to sprint. Other than that, the atmosphere's really nice, kinda reminds me of system shock. What I want to see from this is more variety in enemies (Possibly some humaniod ones), more guns and things like smoke grenades and such. Maybe have body-armour that permits you to sustain a few hits before you die, but it breaks after so and so many hits.
[QUOTE=Morbo!!!;36487920]I'd really like to see this expanded on, I've wanted ammo management mechanics like this in an FPS for a long time. But at the moment that's the only appealing aspect of gameplay to me. I don't like one-hit deaths. Yes, make it punishing, but give us a chance to survive against those bastard turrets that are in a nice elevated position, behind you. I also still don't understand how to sprint. Other than that, the atmosphere's really nice, kinda reminds me of system shock. What I want to see from this is more variety in enemies (Possibly some humaniod ones), more guns and things like smoke grenades and such. Maybe have body-armour that permits you to sustain a few hits before you die, but it breaks after so and so many hits.[/QUOTE] Sprinting is tapping W when your gun is down or holstered.
I've now completely abstracted the code to support at least the operation of two different firearms. It has an enum for three overall types, and by default, you start with the colt. But if you comment the right lines of code you start with the hacked-up mini-14 shotgun thing - and the colt code still exists, it just switches properly. Now I just need to actually write the shotgun code. :v:
Is there a way to give myself shitloads of ammo and mags? I hate that it's impossible to find extra magazines lying about so I just reset until I have 3.
[QUOTE=Morbo!!!;36491221]Is there a way to give myself shitloads of ammo and mags? I hate that it's impossible to find extra magazines lying about so I just reset until I have 3.[/QUOTE] iddkfa
[QUOTE=maqzek;36491340]iddkfa[/QUOTE] IDKFA actually, no double Ds. [editline]26th June 2012[/editline] But it still just gives you rounds, no mags.
so here I have this lovely ol' new weapon [IMG]http://puu.sh/DGoL[/IMG] works REALLY fucking well. aside from the bullets escaping at a 90 degree angle. and I cannot fucking figure it out aaah
did you manage to implement custom sounds for that rifle yet
whenever you see that crazy cat avatar next to ggd you know something good is inside
[QUOTE=Ownederd;36492323]did you manage to implement custom sounds for that rifle yet[/QUOTE] I can implement any sound as I wish, I just need proper files Anyway, back to rotation [cpp]bullet.transform.Rotate(Vector3(0,90,0));[/cpp] That's the line where I rotate the bullets. But it literally has no effect on the actual rotation of the bullet. It's bugging me. i could set it to 180 180 180 and it'd still shoot at a 90 degree angle.
[QUOTE=Protocol7;36492364]I can implement any sound as I wish, I just need proper files Anyway, back to rotation [cpp]bullet.transform.Rotate(Vector3(0,90,0));[/cpp] That's the line where I rotate the bullets. But it literally has no effect on the actual rotation of the bullet. It's bugging me. i could set it to 180 180 180 and it'd still shoot at a 90 degree angle.[/QUOTE] How are you during the actual bullets, are they coming from a point entity?
[QUOTE=NinjaWilko;36492414]How are you during the actual bullets, are they coming from a point entity?[/QUOTE] I'm copying how the 1911 does (or did) it point_muzzle blank gameobject for where they should spawn and be rotated. It never actually grabbed the point_muzzle so I think that might be my problem It didn't work in the bullet.Instantiate method either, and that annoyed me so I tried setting the rotation, using transform.Rotate, giving the bullet an in-house rotation setting method...
Maybe you're rotating the bullet but not the velocity?
[QUOTE=ZenX2;36492428]Maybe you're rotating the bullet but not the velocity?[/QUOTE] [B]FUCK [/B] [editline]25th June 2012[/editline] Wait. If I rotate the bullet, and then apply velocity to forward, shouldn't it still be forward? I mean now it works when I set the velocity to right, but still. [editline]25th June 2012[/editline] Wait, it sets the velocity based on the rotation of the weapon, not the bullet. Nevermind [editline]25th June 2012[/editline] [B]get excited[/B] [IMG]http://puu.sh/DGIY[/IMG]
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