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Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Tue Oct 15, 2013 11:37 am
by Dr.Disaster
Leki wrote:Dragon Breath Video (with fading effect):

Image
*ducks and covers*
*puts on asbesto gloves*
*gives thumbs up*

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Tue Oct 15, 2013 12:42 pm
by Isaac
That looks really good. 8-)

(And I might already have a use for that flame particle if it's a public effect.)

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Tue Oct 15, 2013 4:18 pm
by odinsballs
small informative question...... how many cell's does the dragon span , 3x3 i wager?

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Tue Oct 15, 2013 9:26 pm
by Leki
Dragon Breath Particle Definition:

Code: Select all

defineParticleSystem{
	name = "dragon_breath",
	emitters = {
		-- smoke
		{
			emissionRate = 75,
			emissionTime = 0,
			maxParticles = 75,
			boxMin = {0.0, 0.0, 0.0},
			boxMax = {0.0, 0.0, 0.0},
			sprayAngle = {0,5},
			velocity = {3,6},
			texture = "assets/textures/particles/smoke_01.tga",
			lifetime = {3,5},
			color0 = {0.25, 0.25, 0.25},
			opacity = 0.25,
			fadeIn = 0.1,
			fadeOut = 0.9,
			size = {1.3, 2},
			gravity = {0,0.7,0},
			airResistance = 0.1,
			rotationSpeed = 1,
			blendMode = "Translucent",
		},

		-- flame trail
		{
			emissionRate = 35,
			emissionTime = 0,
			maxParticles = 35,
			boxMin = {0.0, 0.0, 0.0},
			boxMax = {0.0, 0.0, 0.0},
			sprayAngle = {0,1},
			velocity = {3, 9},
			texture = "assets/textures/particles/torch_flame.tga",
			frameRate = 24,
			frameSize = 64,
			frameCount = 12,
			lifetime = {3, 5},
			colorAnimation = true,
			color0 = {2, 2, 2},
			color1 = {1.0, 1.0, 1.0},
			color2 = {1.0, 0.5, 0.25},
			color3 = {1.0, 0.3, 0.1},
			opacity = 1,
			fadeIn = 0.15,
			fadeOut = 0.3,
			size = {0.2, 0.8},
			gravity = {0,0.3,0},
			airResistance = 1,
			rotationSpeed = 1,
			blendMode = "Additive",
			objectSpace = false,
		},
		
				-- flame trail
		{
			emissionRate = 35,
			emissionTime = 0,
			maxParticles = 35,
			boxMin = {0.0, 0.0, 0.0},
			boxMax = {0.0, 0.0, 0.0},
			sprayAngle = {0,1},
			velocity = {3, 10},
			texture = "assets/textures/particles/torch_flame.tga",
			frameRate = 24,
			frameSize = 64,
			frameCount = 12,
			lifetime = {3, 5},
			colorAnimation = true,
			color0 = {2, 2, 2},
			color1 = {1.0, 1.0, 1.0},
			color2 = {1.0, 0.5, 0.25},
			color3 = {1.0, 0.3, 0.1},
			opacity = 1,
			fadeIn = 0.15,
			fadeOut = 0.3,
			size = {0.2, 0.8},
			gravity = {0,-0.25,0},
			airResistance = 1,
			rotationSpeed = 1,
			blendMode = "Additive",
			objectSpace = false,
		},
				-- flame trail
		{
			emissionRate = 35,
			emissionTime = 0,
			maxParticles = 35,
			boxMin = {0.0, 0.0, 0.0},
			boxMax = {0.0, 0.0, 0.0},
			sprayAngle = {0,1},
			velocity = {4, 11},
			texture = "assets/textures/particles/torch_flame.tga",
			frameRate = 24,
			frameSize = 64,
			frameCount = 12,
			lifetime = {3, 5},
			colorAnimation = true,
			color0 = {2, 2, 2},
			color1 = {1.0, 1.0, 1.0},
			color2 = {1.0, 0.5, 0.25},
			color3 = {1.0, 0.3, 0.1},
			opacity = 1,
			fadeIn = 0.15,
			fadeOut = 0.3,
			size = {0.5, 2},
			gravity = {0,0,0},
			airResistance = 1,
			rotationSpeed = 1,
			blendMode = "Additive",
			objectSpace = false,
		}		
	}
}

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Tue Oct 15, 2013 9:31 pm
by Isaac
Very cool. 8-)

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Tue Oct 15, 2013 9:32 pm
by Leki
odinsballs wrote:small informative question...... how many cell's does the dragon span , 3x3 i wager?
It's event based monster atm, so I cannot say how many cells you need for him. Depends on the situation and the question is if dragon can be used as normal monster, until we find how to solve "capsule problem"... I will try to check it, but... :roll:

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Tue Oct 15, 2013 10:26 pm
by Isaac
Leki wrote:
odinsballs wrote:small informative question...... how many cell's does the dragon span , 3x3 i wager?
It's event based monster atm, so I cannot say how many cells you need for him. Depends on the situation and the question is if dragon can be used as normal monster, until we find how to solve "capsule problem"... I will try to check it, but... :roll:
What is the capsule problem ~specifically? (I know what the capsule is.)

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Tue Oct 15, 2013 11:28 pm
by Leki
Isaac wrote:
Leki wrote:
odinsballs wrote:small informative question...... how many cell's does the dragon span , 3x3 i wager?
It's event based monster atm, so I cannot say how many cells you need for him. Depends on the situation and the question is if dragon can be used as normal monster, until we find how to solve "capsule problem"... I will try to check it, but... :roll:
What is the capsule problem ~specifically? (I know what the capsule is.)

One cell monster has capsule in the center of the cell. Big monster has capsule... Welll that is question.
And where is the "main cell" of multicell monster? To be able to fight player and block his movement. So - for dragon there maybe is solution to do neck and head as "main cell" content and the rest of the body can be "in the back", but still, capsule have to be at, let me say, -1 or -2 cell from "main cell" (in the centr of the body, maybe on the tail), because if player strafe left or right, if capsule go out of view, then monster disapears. So you can place capsule on tail, to keep it in viewport, but what if player do turn - left or right. Then capsule on the tail is again out of viewport... Co capsule is a node... Maybe we can do capsule as a mesh, but I'm afrait, that will not help, because engine is looking for pivot of capsule, not mesh... So maybe we have to move capsule in each frame from square to square, but it will not work I guess... or we can set up combat in "long side rectangle like" room, let me say 3cell width corridor, to keep player looking n one direction... Or we can try to make dragon as... let me say 3 independent parts, so player will fight to three differen monsters, but there is still problem with turning etc... and there is still problem with blocking player movement, so you can run through the wing or tail if you run fast aroun monster etc, etc...

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Wed Oct 16, 2013 3:42 am
by Isaac
Leki wrote:...
Some thoughts:
What about dynamically spawning&destroying invisible blockages and AI blockers in the onMove() hook that move with and deliberately block squares to the player and other AI; and also one could spawn&destroy damage tiles or ~very~ custom utility spell effects to simulate a tail swipe (where the animation plainly shows one). The isWall() function (and or the new findEntity function) could spawn blockers close to detected walls and tight corners to restrict the AI from making turning moves that would egregiously clip through the walls.

Attacks like a forward swipe could affect three tiles in the front (the middle and two damage effects on the sides).
A stomp could trigger the Earthquake effect and/or cause proximity damage.)

Re: [SOURCE] MONSTERS by Leki (DOWNLOAD Human Warrior)

Posted: Wed Oct 16, 2013 12:36 pm
by Leki
Isaac wrote:
Leki wrote:...
Some thoughts:
What about dynamically spawning&destroying invisible blockages and AI blockers in the onMove() hook that move with and deliberately block squares to the player and other AI; and also one could spawn&destroy damage tiles or ~very~ custom utility spell effects to simulate a tail swipe (where the animation plainly shows one). The isWall() function (and or the new findEntity function) could spawn blockers close to detected walls and tight corners to restrict the AI from making turning moves that would egregiously clip through the walls.

Attacks like a forward swipe could affect three tiles in the front (the middle and two damage effects on the sides).
A stomp could trigger the Earthquake effect and/or cause proximity damage.)
Well... Capsule first I guess.
If you monster rendering in scene is not ok, there is no reason to solve the rest, right? :twisted: