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 MyProject2011: control of the Gunship 
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Post MyProject2011: control of the Gunship
I've just uploaded a new version with a menu to customize controls. You can choose your own keys and adjust the mouse and keyboard sensitivity.

Feel free to comment the Gunship's controls. My initial thought was to give the player the sensation of a flying FPS : fast acceleration, strafing, stationary flight ...ect



Online Demo : http://www.aftermoon.net/myproject2011/WIP-Demo.html

I also plan to use the "fire" key to trigger actions, like in this demo:
http://www.aftermoon.net/myproject2010/ ... t_UI4.html

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Mon Jun 06, 2011 11:28 pm
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Post Re: MyProject2011: control of the Gunship
It looks good. Though I guess we're missing a key to raise and lower altitude (unless we're using an airplane instead of an helicopter). I like the little control menu you added.

The stationary flight should allow more mobility to the sides than when you are moving forward (or backwards) as it might be helpful to avoid getting shot down while targeting something.

I think you should add some spawners (And work on them if there isn't one already) so in the future there is no need to reload the game so we can have more target practice (and test weapons/others more effective). And that's about it. Though the turrets on the buildings should be allowed to fire downwards.

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Fri Jun 10, 2011 1:57 pm
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Post Re: MyProject2011: control of the Gunship
xRDVx wrote:
It looks good. Though I guess we're missing a key to raise and lower altitude
I don't want to add additional keys to control the gunship, I would like to keep it simple. But I have increased the angle to climb up and down. It is now possible to fly near vertically.

xRDVx wrote:
The stationary flight should allow more mobility to the sides than when you are moving forward (or backwards) as it might be helpful to avoid getting shot down while targeting something.
I haven't implemented a different strafe speed for stationary flight, but I have increased the strafe speed.

xRDVx wrote:
I think you should add some spawners (And work on them if there isn't one already) so in the future there is no need to reload the game so we can have more target practice (and test weapons/others more effective)
increased priority of this task on my ToDo list ;)

xRDVx wrote:
Though the turrets on the buildings should be allowed to fire downwards.
In fact their field of view (and aim) is fully modifiable, but they are actually obstructed by the building structure.

I've just updated the online demo, don't forget to give me some feedback ;)

Note: I don't understand what is this music in the video. It was added by Dailymotion without any action from me :lol:

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Sat Jun 11, 2011 5:20 pm
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Post Re: MyProject2011: control of the Gunship
I've found a little collision bug:


Attachments:
File comment: That's actually hitting the ship
bug.png
bug.png [ 213.25 KiB | Viewed 975 times ]

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Sun Jun 12, 2011 9:45 am
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Post Re: MyProject2011: control of the Gunship
Actually the collisions are really simplified, the whole gunship is only managed like a sphere.
Accurate collisions will come ... later ;)


Attachments:
File comment: Actual collision collider
collision_collider.jpg
collision_collider.jpg [ 37.18 KiB | Viewed 10192 times ]

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Tue Jun 14, 2011 7:34 am
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Post Re: MyProject2011: control of the Gunship
Pat AfterMoon wrote:
Actually the collisions are really simplified, the whole gunship is only managed like a sphere.
Accurate collisions will come ... later ;)


Yeah, it's not like it matters whether or not we collide correct enough unless we have some sort of health.

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Someone told me this couldn't be done... Now I know that he was wrong... Still I don't remeber what!
I really need to follow that "thing" I so call friend.


xRDVx wrote: "Humans can dream... and so do I."
mik1 wrote: "i like boys"


Fri Jun 17, 2011 12:33 pm
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