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    RobinsonX (Game ChangeLogs)

    Scheduled Pinned Locked Moved
    WIP and Showcase
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    • RobinsonXR
      RobinsonX
      last edited by

      Taking my time, slow and cool.

      I'm starting to make the gameplay, and I am introducing bots into the mix. My goal is to make them mimic real players, and then start using them in matches.

      You've probably noticed that the bullets don't travel at a speed, they now instantly zip until it hits something. (Basically raycasting.)
      The reason for this, is to optimize and use as little physical objects as possible. Some basic geometry can make raycasting possible, without having to use any physical objects. (Though, for every wall and object in the map, this will become a challenge)

      The hardest part is making the player models and the graphics. I'll keep the same animations from the previous versions and possibly make some tweaks and improvements.

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      • RobinsonXR
        RobinsonX
        last edited by

        2D7161CD-1B28-4348-9942-E49FA5390999.jpeg
        Raycasting? Check. Bullet look like lasers.


        (Didn't take as long as I expected... and it's incredibly smooth! 😱)

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        • RobinsonXR
          RobinsonX
          last edited by

          B34FB890-E23F-4CF7-A4F5-612ACCE99602.png

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          • KamdroidK
            Kamdroid
            last edited by

            You're always pushing the boundaries of hyperPad, great work. You're definitely going to be an amazing game developer.

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            • RobinsonXR
              RobinsonX
              last edited by

              @Kamdroid Thank you! I can't guarantee that the weapon creator would become a feature, maybe it would be a simple weapon modifier instead of a complete editor.

              Though, if it were to become a feature, this is what it may look like.

              1E11EDC0-1FA1-4628-93E1-39BF6A2C983E.png

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              • RobinsonXR
                RobinsonX
                last edited by


                I know, it looks framey. I'll try to optimize it as much as possible. This is just an insight of what things would look like.

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                • RobinsonXR
                  RobinsonX
                  last edited by

                  Besides, it's not like there would be 10 players in one lobby... I'll probably cap it at 6. 3 players on 2 teams.

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                  • RobinsonXR
                    RobinsonX
                    last edited by

                    803DCA8C-150D-4899-952D-17132968F93B.gif

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                    • RobinsonXR
                      RobinsonX
                      last edited by

                      67612A74-CCD0-4166-A145-E21E7DAB624C.gif

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                      • RobinsonXR
                        RobinsonX
                        last edited by

                        EE3B8FE8-72A2-4076-9CC8-F7B8DBB19287.png

                        Ehhhhh... I need to calm things down.

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                        • RobinsonXR
                          RobinsonX
                          last edited by

                          4C0843D5-A41B-46A9-BC46-05D0EC0530F7.png

                          Working on the UI. 👍

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                          • RobinsonXR
                            RobinsonX
                            last edited by

                            55158089-85FD-43BF-A5EB-D1505AA7F6F4.png
                            Check out my submission to the Halloween Game Jam! It's currently a W.I.P, need some work and suggestions from users. 👍

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                            • RobinsonXR
                              RobinsonX
                              last edited by

                              0C7765DA-E697-4F3E-B3DD-1F05005C464E.png
                              Obstacles now emit a faint glow of red to make it easier for them to spot.

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                              • RobinsonXR
                                RobinsonX
                                last edited by

                                🚀
                                F8F653E3-F37E-4F6D-9FD0-184692C2AA1B.gif

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                                • RobinsonXR
                                  RobinsonX
                                  last edited by

                                  158A7290-AA51-4F81-B2C2-F606EAAC46FD.png
                                  Check out my 3D project! 😄

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                                  • Aidan_FireA
                                    Aidan_Fire
                                    last edited by

                                    This reminds me of how I was going to update my 3D because I thought I found a more efficient way to do it, then gave up because I realised it actually ended up being the same before. I didn't have perspective though yet, and I think I might know another way to do it if I can be bothered.

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                                    • RobinsonXR
                                      RobinsonX
                                      last edited by

                                      I've started my 3D project from scratch and updated it. Check out my new and improved 3D project! 😄
                                      7E99AB1D-537E-4154-A708-F0EC5E19222D.png

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                                      • Aidan_FireA
                                        Aidan_Fire
                                        last edited by

                                        I branched your 3D and became confused. How are you calculating the positions of the points without sine and cosine? I think maybe I have a tiny idea of how you're doing it but I only have a guess at the moment.

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                                        • RobinsonXR
                                          RobinsonX
                                          last edited by

                                          @Aidan-Oxley I use the Calculate Direction behavior, which is simply Sine and Cosine put together. I've figured Sine and Cosine is used for calculating direction, so I've used the Calculate Direction behavior.

                                          For the horizontal position, simply calculate the angle from the point to the player and take the x_vector. Imagine a top down view. (This is a huge simplification, there's some other things involved)

                                          For the vertical position, take the distance from the point and the height of the player and point. Imagine a right triangle, the bottom leg is the length of the distance, the other leg is the difference in height and the hypotenuse has the vertical angle from the player to the point. Now we can take the y_vector and use that for the vertical position.

                                          Notice that the horizontal and vertical axises are perpendicular to each other.

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                                          • RobinsonXR
                                            RobinsonX
                                            last edited by

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