Hitting walls (Can't describe it, read on)
hey, i don't like this multi button mouse thing. my imac is three years old, whichnis usually the cut-off for a computer, but the only reason for complaint i have is it's not intel. i've always used macs, and i've always used single button mice. now, i may be a minority, but i love my single button mouse, and i want it to stay. maybe their could be a preference to turn multi button mouse on/off?
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- Gramps
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That doesn't reallly fit in the topic of this thread, you know. But yeah, that would make sense.Renegade_Turner wrote:Possibly a running clothesline would be in order. It would be a relatively simple running move, wouldn't damage enemies as much as leg cannon, but there wouldn't be as great a fail ratio. You also wouldn't take half as much damage as you do from the leg cannon.
Ok, you know how games have that silly "hug wall" toggle? It's usually activated in console games with the push of a button. But then you get trapped to the wall, and it takes a second to get off of it, this gets you killed alot. Also, with the toggle you move slowly across the wall and and you can't look around all the way to hit your targets.
But since Lugaru isn't a console, isn't an FPS, and doesn't use animated movement; wall hugging could be worked out hecka better. It wouldn't be a full switch to moving on Turner's back, it would be exactly the same except Turner stops moving his legs. And I don't even think David would have to program anything extra into it because the movement system works by moving the center of mass with legs to keep it from falling. And if the center mass cannot lean any farther to the wall, the legs wouldn't keep running.
See? Problem solved, it's just one of the new physics based effects that comes automatically with Lugaru 2 (well, maybe not completely automatically).
Of course, this might not work, in which case... uhh... nevermind then.
But since Lugaru isn't a console, isn't an FPS, and doesn't use animated movement; wall hugging could be worked out hecka better. It wouldn't be a full switch to moving on Turner's back, it would be exactly the same except Turner stops moving his legs. And I don't even think David would have to program anything extra into it because the movement system works by moving the center of mass with legs to keep it from falling. And if the center mass cannot lean any farther to the wall, the legs wouldn't keep running.
See? Problem solved, it's just one of the new physics based effects that comes automatically with Lugaru 2 (well, maybe not completely automatically).
Of course, this might not work, in which case... uhh... nevermind then.
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- Gramps
- Posts: 6942
- Joined: Tue Sep 27, 2005 11:59 am
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- Gramps
- Posts: 6942
- Joined: Tue Sep 27, 2005 11:59 am
In most games where you hug the walls, there's no one-push button for it. Rather, in the majority of cases, it's done by moving towards the wall.Zantalos wrote:Ok, you know how games have that silly "hug wall" toggle? It's usually activated in console games with the push of a button. But then you get trapped to the wall, and it takes a second to get off of it, this gets you killed alot. Also, with the toggle you move slowly across the wall and and you can't look around all the way to hit your targets.
But since Lugaru isn't a console, isn't an FPS, and doesn't use animated movement; wall hugging could be worked out hecka better. It wouldn't be a full switch to moving on Turner's back, it would be exactly the same except Turner stops moving his legs. And I don't even think David would have to program anything extra into it because the movement system works by moving the center of mass with legs to keep it from falling. And if the center mass cannot lean any farther to the wall, the legs wouldn't keep running.
See? Problem solved, it's just one of the new physics based effects that comes automatically with Lugaru 2 (well, maybe not completely automatically).
Of course, this might not work, in which case... uhh... nevermind then.
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- Gramps
- Posts: 6942
- Joined: Tue Sep 27, 2005 11:59 am
Must say Zantalos makes sense (again).
This physics/game engine is as made for such stuff as clinging to a wall, etc. Also, since the balance(etc.) is extra realistic in this game, clinging to a wall on an edge would probably be more realistic; closer to wall == less balance.
/me imagines turner (automaticaly) crawling closer and closer to the wall on a thinner and thinner ledge, and then loosing balance and falling (maybe getting a grip, if lucky, but that doesn't seem too realistic?).
This physics/game engine is as made for such stuff as clinging to a wall, etc. Also, since the balance(etc.) is extra realistic in this game, clinging to a wall on an edge would probably be more realistic; closer to wall == less balance.
/me imagines turner (automaticaly) crawling closer and closer to the wall on a thinner and thinner ledge, and then loosing balance and falling (maybe getting a grip, if lucky, but that doesn't seem too realistic?).