NWN2: the 2D brawler/platformer
#1
Posté 17 septembre 2010 - 05:33
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
Posté 17 septembre 2010 - 05:41
dno
#3
Posté 17 septembre 2010 - 06:20
#4
Posté 17 septembre 2010 - 07:03
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*
#5
Posté 17 septembre 2010 - 07:49
Probably, I guess I blame the OM and the fact I did it in an hour.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?
Someone could make a double dragon style brawler level or something though I guess.
#6
Posté 17 septembre 2010 - 11:13
#7
Guest_Chaos Wielder_*
Posté 17 septembre 2010 - 11:14
Guest_Chaos Wielder_*
Remember to use the Shoryuken when they jump in.
#8
Posté 17 septembre 2010 - 11:21
#9
Posté 18 septembre 2010 - 12:33
#10
Posté 18 septembre 2010 - 03:22
#11
Posté 18 septembre 2010 - 11:06
#12
Posté 18 septembre 2010 - 02:50
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
Posté 18 septembre 2010 - 10:54
#14
Posté 19 septembre 2010 - 11:40
#15
Posté 19 septembre 2010 - 02:20
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
Posté 19 septembre 2010 - 11:13
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*
Yes, this calling for a jump ability and being able to land on and pop the kobolds.
#17
Posté 20 septembre 2010 - 12:30
#18
Posté 20 septembre 2010 - 02:03
#19
Guest_Chaos Wielder_*
Posté 20 septembre 2010 - 03:09
Guest_Chaos Wielder_*
#20
Posté 27 septembre 2010 - 11:12
#21
Posté 28 septembre 2010 - 10:54
#22
Posté 29 septembre 2010 - 03:23
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
Posté 29 septembre 2010 - 11:51





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