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Author Topic: Much needed animation (alien swipes)  (Read 1419 times)
roosh


Turrets: +0/-0
Posts: 2


« on: August 20, 2011, 06:25:27 AM »

I'm starting off by thanking the developers for making tremulous into a great and dynamic game.

I think that it would be really helpful for new players if alien swipes were animated. I know that human blood indicates that you've made a hit, but I think that this animation would really help the aesthetics of the game.

Looking forward to 1.2 =)
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Haraldx


Turrets: +14/-69
Posts: 371

Kicking human asses since 2006


« Reply #1 on: August 20, 2011, 09:02:29 AM »

Wait for 1.2 or play on KoRX server, they made a small 2D overlay whenever alien does an attack or does damage.
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...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES
gimhael


Turrets: +70/-16
Posts: 546


« Reply #2 on: August 20, 2011, 05:08:25 PM »

Tremfusion also has (had) 2d alien swipes.
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Haraldx


Turrets: +14/-69
Posts: 371

Kicking human asses since 2006


« Reply #3 on: August 20, 2011, 05:19:46 PM »

Tremfusion also has (had) 2d alien swipes.
Sorry, I don't use Tremfusion.
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...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES
roosh


Turrets: +0/-0
Posts: 2


« Reply #4 on: August 20, 2011, 07:34:07 PM »

Wait for 1.2 or play on KoRX server, they made a small 2D overlay whenever alien does an attack or does damage.

I didn't know it would be included in 1.2.

Is there some place I can find the entire new feature list for 1.2?
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jm82792


Turrets: +9/-34
Posts: 627


« Reply #5 on: August 21, 2011, 01:54:27 AM »

I'd personally find it incredibly easy animating that stuff(if someone wants me to animate some arms I'll do it)
I could model the arms, texture them and such, however I can't and won't bang my head against the wall getting it within trem.
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Dracone


Turrets: +138/-278
Posts: 1076


« Reply #6 on: August 21, 2011, 02:46:46 AM »

Stannum is doing that. I don't have the link.
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jm82792


Turrets: +9/-34
Posts: 627


« Reply #7 on: August 21, 2011, 08:56:21 AM »

Stannum is doing that. I don't have the link.
Good, as long as someone is doing it Smiley
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Haraldx


Turrets: +14/-69
Posts: 371

Kicking human asses since 2006


« Reply #8 on: August 21, 2011, 10:06:02 AM »

Stannnum's portfolio: http://janvanderweg.com/pics/tremulous/?M=D

And some chopperz. He also stated they will appear only when attacking.
http://janvanderweg.com/pics/tremulous/chopperz.jpg
Basislisk?

http://janvanderweg.com/pics/tremulous/mar_chop_render07.jpg
Marauder?

http://janvanderweg.com/pics/tremulous/tremgoon_render9.jpg
Dragoon?

http://janvanderweg.com/pics/tremulous/choppersig.jpg
Mara chopperz in-game?
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...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES
jm82792


Turrets: +9/-34
Posts: 627


« Reply #9 on: August 21, 2011, 10:11:10 PM »

Sometimes with best intentions thing go still and die.
Worst case I can help, best case we have what we want and don't have to do anything.
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Spiney


Turrets: +0/-1
Posts: 14


« Reply #10 on: September 13, 2011, 01:55:45 PM »

I very much agree with the OP's sentiments, only playing Trem for a year or so, I found it very difficult as a beginner to see where I hit. In fact, I still don't know, I just guess and try to tell on base of sound the humans make.

Idea: have symbolic hit-zones around crosshair.
Eg. Red dot above crosshair = head hit, red dot below crosshair = legs, etc.

Another thing that would help is to make the blood effects more pronounced.
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kharnov
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« Reply #11 on: September 13, 2011, 07:46:24 PM »

Another thing that would help is to make the blood effects more pronounced.

Actually, I kind of agree with this. Can we have some way to make blood more obvious on our end? Maybe a slider or a cvar we can adjust?
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ULTRA Random ViruS


Turrets: +4/-94
Posts: 719


« Reply #12 on: September 17, 2011, 10:10:35 AM »

Added gibs and blur? (to show where the gibs go easier)
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oversee


Turrets: +0/-0
Posts: 2


« Reply #13 on: September 20, 2011, 12:56:59 AM »

As a new player it is very hard for me to tell where I have hit. I end up just shooting like crazy. More obvious blood would be a great help.
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jez


Turrets: +4/-2
Posts: 130


« Reply #14 on: September 24, 2011, 01:05:59 PM »

Completely agree with the 'Its hard to tell when you hit' sentiment. You get used to it after a bit, but it makes playing aliens feel less immediate.

Just to throw another suggestion out there - hit sounds. Its been tried and tested and works well (Quake 3 and UT would be relevant examples).
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oversee


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Posts: 2


« Reply #15 on: September 25, 2011, 07:24:16 AM »

I like the idea of hit sounds.
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Menace13


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Proud Sir| Clan Member


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« Reply #16 on: September 26, 2011, 01:08:08 AM »

By hit sounds do you mean like the ones in games such as TF2 that make a distinctive sound to show when an enemy is taking damage by your weapons, even if it's because they are still on fire? That would be a useful feature, so long as it is toggle-able.
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but a small twisty barrel will have small pew pew's, and small pew pew's can hurt mr.tyrant.
ULTRA Random ViruS


Turrets: +4/-94
Posts: 719


« Reply #17 on: September 28, 2011, 09:43:06 AM »

I also like that feature, but it gets annoying. If it does come, MAKE SURE IT IS OPTIONAL. Like what menace13 said.

Also, i like the blood effects from funserver (by rotacak), i would like those features in 1.2 as well. If you look at the current blood particals, they are o.k., but when the partical system creates it, it creates like 3 or 4 at the same time, and it looks like a smudge circle in the colour of the team.
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