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NWN2: the 2D brawler/platformer


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22 réponses à ce sujet

#1
kamalpoe

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Muahaha, nwn2 "platformer 2d mode" proof video now on youtube.

Why? Because I could! In the area, the walkmesh is restricted to the point so you can only go forward of back. Using the OM camera allowed me to lock the camera in place on the player.

If you want to try it, download is here. It's only a proof I whipped up in 45 minutes, don't expect anything fun/deep/awesome/interesting in any way etc. There's kobolds and a 2 hit dice giant orc for a "boss". A commoner at the entrance will give you a sling, a staff and a couple of cure light potions.
dl.dropbox.com/u/3879894/2d%20test2.7z

#2
dunniteowl

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Creativity at it's latent best. kamal, you never cease to amaze.

dno

#3
The Fred

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That is immensely awesome. ;-)

#4
MasterChanger

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Ha! Played it and found it fun. :)

kamalpoe wrote...
There's kobolds and a 2 hit dice giant orc for a "boss". A commoner at the entrance will give you a sling, a staff and a couple of cure light potions.


Strangely, the commoner wouldn't give me nuffin when I tried it with a new char. I consoled myself in some weapons. Also, when one of the kobolds randomly dropped a potion, I couldn't actually drink it. Is this a result of it being an Overland Map?

The platformer layout makes me really want the ability to jump. Maybe our animations team can help out there *wink wink nudge nudge* :P

#5
kamalpoe

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MasterChanger wrote...
Strangely, the commoner wouldn't give me nuffin when I tried it with a new char. I consoled myself in some weapons. Also, when one of the kobolds randomly dropped a potion, I couldn't actually drink it. Is this a result of it being an Overland Map?

Probably, I guess I blame the OM and the fact I did it in an hour. :lol:  Since I loaded a test character, I didn't even check to see whether I had gotten stuff from the guy at the start. I guess if you already had stuff in the hotbar you could use stuff? I didn't add the OM scripts to the area enter/exit, just checked off the box in the area properties that said it was an OM and locked the camera like I wanted.

Someone could make a double dragon style brawler level or something though I guess.

#6
Hellfire_RWS

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RYGAR!

#7
Guest_Chaos Wielder_*

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 This is pretty awesome.

Remember to use the Shoryuken when they jump in. B)

#8
Hellfire_RWS

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You could use jump in a trigger right.. if you had the animations

#9
M. Rieder

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Get a monk. Revive Double Dragon. This looks awesome!

#10
E.C.Patterson

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Lol. At the end of the map jump the player back to start, and with reusable encounter triggers you've got endless hours of fun!

#11
Hellfire_RWS

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couldn't you also script random building spawns with every jump back?

#12
dunniteowl

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You could spawn in different scenes based on success/fail conditions in a script. That way you could even set it up for 3, 5, 7 round events, best of, then, when it's over, Finish Him! And jump to next encounter area.

Rife with possibility to turn a 3D RPG into a 2D combat game. Awesome! You can't reverse that on any Fighting game I know of, no way, no how.

dno

#13
The Fred

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Oh the potential awesomeness... you could do some cool things with this and maybe a bit of GUI, too. It's a shame it's not generally possible to capture key-press events (that I know of, anyway, apart from some work-arounds), but nevermind.

#14
Hellfire_RWS

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I would love to see a cool arcade style game made like this.. or a side scrolling adventure. wow, what a break from the norm.

#15
_Knightmare_

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Hellfire_RWS wrote...

couldn't you also script random building spawns with every jump back?


You sure could, wouldn't be all that difficult to do either. And yes, you could have it set so that after each jump back it "resets" the encounters and such so that different creatures, NPCs, placeables, etc. spawned in for each run through. I already have some code done that essentially does this, meant for a totally different purpose though similar in respect that it is for making the same area look different in successive pass throughs.

#16
Shaughn78

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MasterChanger wrote...


The platformer layout makes me really want the ability to jump. Maybe our animations team can help out there *wink wink nudge nudge* :P


Yes, this calling for a jump ability and being able to land on and pop the kobolds.

#17
Hellfire_RWS

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I would make jump available right now if someone could figure out how to tie it to a keystroke

#18
0100010

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You can turn it into a feat or mode and thus drop it into the hotbar, thus you now have a keystroke.

#19
Guest_Chaos Wielder_*

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Or, better yet, make a new UI for a game like this. Have attacks(animations) linked to these.

#20
MokahTGS

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that is wicked cool! Golden Axe is sooooooo needed...or Altered Beast...

#21
The Fred

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I think you could hijack the keystroke for an existing UI window by making that UI close and do something else when opened - however, you would only be able to do this for keys which already open UIs, and only for ones where you were happy to lose that UI screen. In theory, it should be doable, however.

#22
dethia

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Hellfire_RWS wrote...

I would make jump available right now if someone could figure out how to tie it to a keystroke


make a jump animation, make a jump spell script and link it to a feat.  There you go, yes jump is linked to a number but it's linked to a key-stroke.  I had considered doing something with this but don't see much point, though I've thought about it a bit.

For the jumping effect itself, there would simply be jump zones (pits) which have a simple trigger on them.  On player enter it would check if the PC is in a jumping state (the jumping script should assign a int value JUMPING = TRUE when the pc is mid-air, as well as setCommandable FALSE for the duration of flight).  If it is at all possibly to generate a velocity vector then the script can use basic newtonian physics to determine the distance of the jump.  The height of the jump could depend on the PC's strength.  Generally the animation would have the same height but the strength would determine the jump distance in the formula (or initial vertical velocity).  Finally getting back to the trigger, if the PC enters trigger and is not jumping they fall into pit, either die or get ported somewhere.  The slightly more difficult thing is on exit we need to still check if the PC is jumping, AND at the end of the animation there should be a check whether a PC is still in the trigger or not.  That is if the PC jumps too early and lands in the middle of the pit (the OnEnter script already returned "ALL GOOD " flag) but since the pc landed inside the pit (inside the trigger) they still fell.  It's fairly easy is my guess to do most of the scripting is very straightforward.

#23
The Fred

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The jump would probably have to be of a fixed distance so that all characters can get over all pits, otherwise the game might be incompletable (you can't go around the pit, after all).