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  #1  
Old 05-16-2011, 04:32 AM
ffcmike ffcmike is offline
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Transportation & Custom Projectiles

Somewhat of a combined thread, but I'd just like it to be known that regarding the previously raised issue of travel time to and from Master Li's tasks we hope to release the Warp Ring some time over the new few weeks or more.

The Warp Ring will work differently to how it has in the past both pre and post NPC-Server.
Once obtained you will be able to set a warp location where you encounter a certain type of statue in game. These will be located at strategic locations such as Master Li's and Graal City castle. So while you're tackling the Master Li tasks you'll be able to near instantly warp to the ninja encampment.
Eventually you'll encounter other statues where if used will set your warp location to them.

As for how we plan to release the Warp Ring, we're making a side-task albeit fairly simple that will be possible to complete at any time after obtaining the shield within the ninja trial.
The technique required to complete this will be using the shield to deflect projectiles (not reflect, this will be level 2 shield and above).

For this, we have scripted and implemented a fully custom projectile system where in the past the built-in shoot function had been used.
On-top of salvaging old features such as deflections and arrows lighting on fire, this will enable us to make alot of technical and visible improvements.

Here is a preview video showing projectile effects we've had prepared for a while combined with the new system where arrow deflection is occuring:

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  #2  
Old 05-16-2011, 04:41 AM
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I love that arrow deflection. Nice work.
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  #3  
Old 05-16-2011, 07:19 AM
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These are some of the new effects Thor showed me earlier, it looks very well planned out and professional, this will certainly give a good impression to new players that visit the server.
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  #4  
Old 05-16-2011, 10:59 AM
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I was happy with the performance until I saw that god awful Nukeshot explosion again, I was hoping for it to be removed. Everything else is nice.
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  #5  
Old 05-16-2011, 10:41 PM
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I saw that same explosion with the nukeshot on UN during a special event.
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  #6  
Old 05-17-2011, 12:32 AM
maximus_asinus maximus_asinus is offline
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I agree, the nukeshot explosion has to go, and why does the nukeshot firing noise sound more like a bow than the bow firing noise?
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Old 05-17-2011, 01:25 AM
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Quote:
Originally Posted by skillmaster19 View Post
I saw that same explosion with the nukeshot on UN during a special event.
I find this claim a bit dubious at best, as the likely creator of the effect you're talking about
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  #8  
Old 05-17-2011, 05:28 AM
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nice work thor
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  #9  
Old 05-17-2011, 07:50 AM
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Quote:
Originally Posted by Mark Sir Link View Post
I find this claim a bit dubious at best, as the likely creator of the effect you're talking about
This is not true in the case of Classic's effect, so if it is indeed being used on UN I would like it removed.

I'm wondering what the problem with the explosion is exactly?

Last edited by ffcmike; 05-17-2011 at 08:01 AM..
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  #10  
Old 05-17-2011, 07:52 AM
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Quote:
Originally Posted by ffcmike View Post
This is not true, so if it is indeed being used on UN I would like it removed.

I'm wondering what the problem with the explosion is exactly?
I mean the effect he saw on UN for the special event. Don't think you can have something removed from UN that was used one time over a month ago?

All it is is a rotation and zoom on an image using the particle engine for the version seen on UN.
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Old 05-17-2011, 07:58 AM
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Quote:
Originally Posted by Mark Sir Link View Post
I mean the effect he saw on UN for the special event. Don't think you can have something removed from UN that was used one time over a month ago?

All it is is a rotation and zoom on an image using the particle engine for the version seen on UN.
This is obviously under the assumption that it is exactly the same and not just something else that looks similar, which admittedly I wouldn't know for sure.
This effect however does have multiple images of the singular explosion and a particular lighting, so it should be distinguishable to an extent.
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Old 05-17-2011, 08:38 AM
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Quote:
Originally Posted by ffcmike View Post
This is obviously under the assumption that it is exactly the same and not just something else that looks similar, which admittedly I wouldn't know for sure.
This effect however does have multiple images of the singular explosion and a particular lighting, so it should be distinguishable to an extent.
it's not exactly the same.

Also, again unsure how something could be taken a month or more in advance?

PHP Code:
function onPlayerEnters()
{
  
with (findimg(200))
  {
    
with (emitter)
    {
      
nrofparticles 1;
      
particleTypes 1;
      
with (particles[0])
      {
        
image "unevent_swat_explode.png";
        
zoom 1;
        
lifetime 1;
        
layer 2;
      }
      
addlocalmodifier("once"00"spin""replace"degtorad(-360), degtorad(360));
      
addlocalmodifier("impulse"00"zoom""add"00.15);
      
emit();
    }
  }

EDIT:

also still really unsure how this started at all when I said to a guy talking about UN's effect

Quote:
I find this claim a bit dubious
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  #13  
Old 05-17-2011, 08:50 AM
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Quote:
Originally Posted by Mark Sir Link View Post
also still really unsure how this started at all when I said to a guy talking about UN's effect
I'm not attempting to accuse you of anything, I'm only saying this under the previously unclear possibility that it might have been the case, which has now become clear that it isn't.
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  #14  
Old 05-17-2011, 08:54 AM
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Both are ugly, shut up guys
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Old 05-17-2011, 08:58 AM
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Quote:
Originally Posted by Luda View Post
Both are ugly, shut up guys
Quote:
Originally Posted by ffcmike View Post
I'm wondering what the problem with the explosion is exactly?
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  #16  
Old 05-17-2011, 09:00 AM
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Quote:
Originally Posted by ffcmike View Post
Quote:
Originally Posted by Luda View Post
Both are ugly, shut up guys
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  #17  
Old 05-17-2011, 09:06 AM
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Quote:
Originally Posted by Luda View Post
Yes, why is it ugly?

Is there something "wrong" with it?
Is rotation seen as generic?
Is it because it's not the same as the original?

It may not be up to a developers tastes where ofcourse things can be bettered but nevertheless it's something players have been impressed with and haven't critiqued.
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  #18  
Old 05-17-2011, 10:34 AM
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It just doesn't seem Graal/Classic-like to me at all. The original was way better but I understand you wanting a larger explosion to differ it from the Fireblast.

Maybe something like this would look better, no light effects just the same shapes taken from the original explosion sprites (more damage dealt, obviously):
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Old 05-17-2011, 12:56 PM
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Quote:
Originally Posted by Luda View Post
It just doesn't seem Graal/Classic-like to me at all. The original was way better but I understand you wanting a larger explosion to differ it from the Fireblast.

Maybe something like this would look better, no light effects just the same shapes taken from the original explosion sprites (more damage dealt, obviously):
I second this.
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  #20  
Old 05-17-2011, 01:40 PM
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Strafing/charging speed pls.
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  #21  
Old 05-17-2011, 02:19 PM
ffcmike ffcmike is offline
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Quote:
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Strafing/charging speed pls.
I was hoping to have more advanced versions of the Bow such as these as separate weapons or possibly as a toggle-able upgrade to the normal Bow.
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  #22  
Old 05-17-2011, 03:01 PM
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I like Luda's concept.

I think the current version looks ugly because the light effect doesn't really fit (and makes the explosion look a bit pink to me). I like the original explosion better because it was sharp and defined, something about it being transparent bothers me.
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Old 05-17-2011, 03:05 PM
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Quote:
Originally Posted by maximus_asinus View Post
I like Luda's concept.

I think the current version looks ugly because the light effect doesn't really fit (and makes the explosion look a bit pink to me). I like the original explosion better because it was sharp and defined, something about it being transparent bothers me.
What if the light effect was removed from the current explosion?
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  #24  
Old 05-17-2011, 05:19 PM
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Can you post a version without transparency? I think it would look better but can't say 100%
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Old 05-17-2011, 05:29 PM
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Quote:
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Can you post a version without transparency? I think it would look better but can't say 100%
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  #26  
Old 05-17-2011, 05:42 PM
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Yep, looks much better.
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Old 05-18-2011, 12:48 AM
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No that's still awful, It looks cropped, distorted and the rotation is lame. I say ditch it and go with my idea.
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Old 05-18-2011, 06:48 PM
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What Luda suggested looks exactly like the Zalactic Bombs.
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Old 05-18-2011, 07:03 PM
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Quote:
Originally Posted by Luda View Post
No that's still awful, It looks cropped, distorted and the rotation is lame. I say ditch it and go with my idea.
I do agree with you but I think something called the nukeshot should be more than a simple projectile with generic explosion.
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Old 05-21-2011, 06:42 AM
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Old 05-21-2011, 06:54 AM
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I do agree with you but I think something called the nukeshot should be more than a simple projectile with generic explosion.
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Old 05-21-2011, 07:06 AM
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Old 05-21-2011, 09:09 AM
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That picture is fookin epic. I have to give you rep for posting it, and definitely have to give Dusty rep for making it.
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  #34  
Old 05-21-2011, 10:31 AM
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Quote:
Originally Posted by ffcmike View Post
Yes, why is it ugly?

Is there something "wrong" with it?
Is rotation seen as generic?
Is it because it's not the same as the original?

It may not be up to a developers tastes where ofcourse things can be bettered but nevertheless it's something players have been impressed with and haven't critiqued.
It is essentially a projectile super bomb. I'd say go with the super bomb(red) and just ignore the nuke shot all together, if there were a projectile version of all the bomb npcws then the bombs are useless.

Or make it something that isn't an npcw-- like a super weapon only useable during server-wide events or a quest.
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Old 05-21-2011, 10:46 AM
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Should make nukeshot arc instead and then do the old super explosion
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Old 05-22-2011, 03:45 AM
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Quote:
Originally Posted by jacob_bald6225 View Post
It is essentially a projectile super bomb. I'd say go with the super bomb(red) and just ignore the nuke shot all together, if there were a projectile version of all the bomb npcws then the bombs are useless.

Or make it something that isn't an npcw-- like a super weapon only useable during server-wide events or a quest.
I agree with this.
Maybe make the Nukeshot similar to the TNT from the quest in Christian's shop where you had to place the TNT and detonator then connect them but with this you need to pick up then place the launcher, then pick up the ammo and load it into the launcher, and last fire it into a large amount of baddies, a boss, or destroy something at a distance.

Another idea is to just make nukeshot ammo scarce so that it is a waste to use it when you can just use a superbomb.
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Old 05-24-2011, 08:17 AM
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Another preview, this is demonstrating the combination of previously made falling, the new fully custom projectile system and a different wall checking option. The significance of this for the most part is that certain blocking tiles can easily be made to be ignored by players, baddies, projectiles or anything that moves.



It should be noted that while this level will be used as part of a quest this video is just for display, this level is subject to change.
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  #38  
Old 05-24-2011, 08:24 AM
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Thats pretty neat, nice job!
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  #39  
Old 05-25-2011, 03:55 AM
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It's cool, perhaps you could add baddies and players falling if they get hit and are knocked back to the edge as well.
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Old 05-25-2011, 04:00 AM
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Quote:
Originally Posted by smirt362 View Post
It's cool, perhaps you could add baddies and players falling if they get hit and are knocked back to the edge as well.
Players already are falling like this if you mean through recoil movement, baddies had crossed my mind mainly with this being the case in LTTPm though a worry is keeping script time down as their movement is already quite complex.
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