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 Left 4 Dead : The Survivors 
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Joined: Sun Jun 10, 2007 2:05 am
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Post Re: Left 4 Dead : The Survivors
Azukki wrote:
I'm particularly wondering if the Auto/Pump Shotgun/Hunting Rifle/Pistol are too dark?

Yeah honestly I think they are... particularly the Auto Shot looks like an silhouette to me.


Mon Jan 26, 2009 4:23 pm
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Post Re: Left 4 Dead : The Survivors
Solace wrote:
Azukki wrote:
I'm particularly wondering if the Auto/Pump Shotgun/Hunting Rifle/Pistol are too dark?

Yeah honestly I think they are... particularly the Auto Shot looks like an silhouette to me.

Ugh. I always end up missing out on the whole point of unrealistic amounts of contrast. I make sprites too systematically. It's a black gun, hurp durp I'll sprite it that black.
Image
On the lower Auto Shotgun. Better? Good? Bad? I went for replication of prom style, referencing the M16.

grenade wrote:
Weapons could be more fat .

Yeah, I suppose. I can't really do anything on that with the autoshotgun, because I want to keep the skeletonized collapsible stock recognizable, but I'll work on the rest in that regard.


Tue Jan 27, 2009 5:12 am
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Post Re: Left 4 Dead : The Survivors
I'm a pretty sucky artist so I'm not the best to ask, but I personally like the second version better... at least I can see it, you know? :P


Tue Jan 27, 2009 5:37 am
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Location: Canada- smeels reel gud
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Post Re: Left 4 Dead : The Survivors
I would enjoy to put those collage and menu pics onto the main page, but photobucket isn't letting me upload from this internet. :[

As for weapon sprites, the hunting rifle seems a bit short. Might want to see what it looks like with 2x barrel length.

PS:
I was just thinking about how the pipebomb's nifty red blinks would look; if they were an instantaneous large red glow or a growing/fading ring of red light emitting from the centre of the bomb. Then I realized this ring of red light was completely impossible as the speed of light is too incredibly fast for our 60fps eyes to see as a ring anyways. :/

Unless of course that ring was just the light refracting off the curvature of our aqueous humours...


Wed Jan 28, 2009 6:56 am
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Post Re: Left 4 Dead : The Survivors
So, make the pipe bomb beep glow only last a teeny bit? And I could make it a ring, we don't have to get tremendously technical in the appearance. The glow is just there to be shiny, so going for unrealistic dazzle should be acceptable.


I've been messing with lua some, and I've got an idea for incapacitation. It's tremendously complex, I admit, and will likely never see the light of day. But I'm an ideas guy, and my incoming tangent is unstoppable. You can only react.

Now, I have NO idea if this system can support actual use, but it's worth discussing.

A survivor gets incapped. Less than 10 health, let's say. They get replaced with an entirely different version of themselves, (technically being legless ACrabs) and have 300 health and indestructible parts. But, immobility, pistol only restriction, and a slow lethal loss of health. Their main entity is, I dunno, moved, or has their attributes stored for later recreation.
Another survivor goes up to them, and if they press a button, the downed disappears, and another version of the incapped survivor is added to the helper's inventory.
Wait, WHAT?!
Image
Yeah, actor added to their inventory. This has always been something screwy that's fun to mess with, but Lua can actually implement it's use now.*

They have to hold on to this burden for three seconds (basically no jump, slow walk, no gun), and then the incapped version survivor is deleted from their inventory, while the "helped" survivor's main entity is remade or moved back next to the helper, now with 30 health and a wound-like emitter that will slowly take away 20 of that.

This held version of the downed survivor is like the incapped one, but they would gib from a single hit, back into the incapped one, and then their health would be replaced to what it was. The assist would be interrupted. If the helper switches weapons, thus pocketing the helped, they are removed from the inventory, and the incapped one is replaced to the ground, "dropped". "Dammit"


A forth state like the incapped one could be added for hunter incaps. Basically, if he touches you, you become incapped, but with 300 health plus your existing health, no pistol even, and he gets over you, clawing. This keeps going until death. Unless, someone shoots it off, or he runs away. Then, if you have greater than 310 health, you get back up, now with the attacked health minus 300. If you have less than 310 health, you go to the regularly incapped state, with that health. If you were incapped by the damage, you'll need help, as is so with any incap. (get it off, get it off, ♥♥♥♥, need some help)

The witch would instantly incap you, then quickly you would go to hunter victim state (when she starts clawing), and she'd rip you apart. If she was killed or ran, you would be regularly incapped, and obviously needing help.



So. Any particular holes in my incap idea anyone would like to point out? Other than the fact that we don't have anyone good with Lua to do any of it, and that it alone would possibly be the most work and biggest result of any Lua projects so far? Ridiculous and impossible are different things.


* to try out held actors, first make Soldier Light not hit mos. Then put this in the console.
Code:
A = ActivityMan:GetActivity():GetControlledActor(0); guy = CreateAHuman("Soldier Light"); guy.Team = 0; guy.Mass = 10; gun = CreateHDFirearm("Sniper Rifle"); gun.Mass = 1; guy:AddInventoryItem(gun); A:AddInventoryItem(guy);
The AI will rarely fire, due to fear of friendly fire, but it helps to have a long-barreled gun. Omg aimbot hax.


Wed Jan 28, 2009 8:15 am
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Post Re: Left 4 Dead : The Survivors
All I can say is, "Holy Crap, held actors?"

If this idea actually works, it would be most excellent!
A perfect work around too for giblets such that would occur if a hunter simply landed on you.


My imagination is sad, but I find this funny:
Playing as louis and slam-dunking another survivor into an 'End A' bunker module. :lol:


Thu Jan 29, 2009 4:26 am
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Post Re: Left 4 Dead : The Survivors
Oh ffs now I have to make it happen.

Image
I... am bad. Ahaha, I AM BAD! YES I AM, WHOO.


I can see it now, an entire Zoeyball mod.
Are you ready to bounce?
Yeah, yeah, I'm ready to bounce. tahuhuhuh.


Last edited by Azukki on Thu Jan 29, 2009 8:12 am, edited 1 time in total.



Thu Jan 29, 2009 7:53 am
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Post Re: Left 4 Dead : The Survivors
ahahah, he even headbangs afterwards. sweet.


Thu Jan 29, 2009 8:01 am
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Wow, That's really impressive!


Thu Jan 29, 2009 9:32 am
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Post Re: Left 4 Dead : The Survivors
Azukki wrote:
Oh ffs now I have to make it happen.

-img-
I... am bad. Ahaha, I AM BAD! YES I AM, WHOO.


I can see it now, an entire Zoeyball mod.
Are you ready to bounce?
Yeah, yeah, I'm ready to bounce. tahuhuhuh.


BRILLIANT!!!


Thu Jan 29, 2009 10:31 am
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Post Re: Left 4 Dead : The Survivors
Azukki wrote:
Oh ffs now I have to make it happen.

-gif-
I... am bad. Ahaha, I AM BAD! YES I AM, WHOO.


I can see it now, an entire Zoeyball mod.
Are you ready to bounce?
Yeah, yeah, I'm ready to bounce. tahuhuhuh.


He shoots... HE SCORES! :lol:

This looks like a fun mod, although are you sure you want to make a whole new gun set when the ronin has already most you need? Just make renamed CopyOf if you need to change a few funny values. You get all the stuff done and offsetted without needing to hassle with other crap.


Thu Jan 29, 2009 3:52 pm
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Post Re: Left 4 Dead : The Survivors
numgun wrote:
are you sure you want to make a whole new gun set when the ronin has already most you need? Just make renamed CopyOf if you need to change a few funny values. You get all the stuff done and offsetted without needing to hassle with other crap.

Yes I am.
If I'm gonna be throwing more stuff into people's menus, I want it to be something that can at least look unique if it can't function uniquely. And I would like it most if it would function uniquely too. But aside from AirResistance shotguns, I've got nothing as far as ideas as to how I could make it unique and still somewhat resemble the L4D uses, and that's the problem.

And besides, the guns are already done, they just need a finishing touch on spriting, if they're staying generic. I wouldn't want to just drop them now.
Do any of the screencaps suggest I don't have the offsets right? And if you say I messed up the uzi, and you did the ronin arsenal, I will lol heartily.


Thu Jan 29, 2009 11:32 pm
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Location: In Malton. Eating brains...
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Post Re: Left 4 Dead : The Survivors
Oh dear sweet merciful shotgun...
What the?


Sat Jan 31, 2009 12:37 am
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Post Re: Left 4 Dead : The Survivors
Cortex Command in Left 4 Dead...
Now that would be interesting.


Wed Feb 04, 2009 2:38 pm
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Post Re: Left 4 Dead : The Survivors
definatly looking forward for the release. Looks Good!


Wed Feb 04, 2009 9:17 pm
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