While working on the joystick code, I hit a snag:
http://www.allegro.cc/forums/thread/588230
Not 10 hours later, I had a patch for the problem! Amazing! Thank you gnolam for the awesome effort!
In other news, we’ve implemented GIBBING! Yes, now any MOSprite can have a limit of wounds at which point it will gib into completely custom number and types of chunks of whatever else!
So, for example, each part of the body of any actor can become gibbed if it receieves enough wounds. It’s pretty sweet to watch. The green soldier’s head will, after receiving 4 wounds, break into about a hundred blood MOPixels, a few larger chunks of meat (MOSParticles), and one single helmet MOSRotating:
Just wait till we get the rocket gibbing properly! The wound limit is just one of the criteria for gibbage to happen: a hard enough impact with terrain or other MOSprites will also cause it to trigger. So prepare to see some real carnage if you slam your dude into a concrete wall, or crash the rocket recklessly…
Another thing on the effects front is a more impressive explosion for the rocket and other heavy machinery. It’ll basically be a particle type which leaves stationary fire balls after itself. The fire balls will then turn into large black smoke balls and finally dissipate. Hopefully it’ll add some burning-fuel-looking substance to large explosions.
You can follow any responses to this entry through the RSS 2.0 feed.
Both comments and pings are currently closed.
Sounds, and looks, great. Seems like we’ll have to make the shotgun less powerful though.
Do you check out the mods on the forum. Or more importantly mine (Inane)?
Also, for some reason you can only see the animation when you go to the individual entry, rather than the blogs ‘frontpage’.
Third message: Never mind. You just updated it before I clicked to go to the comments.
Indeed – you, sir, are too fast 😉
Hm… seems to me like a point blank shotgun blast to the head should be fatal, no?
I’ve been busy busy working on the code… I’m definitely going to check out the forums and mods soon though! Keep it up
This is very cool, and fun looking, but it seems we will have to become experts in the ways of movement… or we will die as the gorillas we are now!
whaaa?
Ooh. This looks to be a neato feature of awesomeness. Now our characters are more fragile than ever!
And my Rocketman shtick may become a bit… fatal.
NICE!!!! OMFG!!! CANT WAIT!!! But what about the cannon, if you hit another man does his head explode? 😀 ❓
Yup, that will be a blunt impact with a lot of force, so it should trigger the gibbing as well. We just need to make all the gibs for all the different objects and tweak everything accordingly…
That kicks ass
This will be T3h gam3 0f bl00d! cant wait 😀
Alright, first, this looks and sounds amazing. Great job.
Second, that bit of code you have there, do I add that into the actor page to get gibbing for the green clone, or will that not work?
It won’t work with the currently released build since it doesn’t contain the code in the actual program to understand those data properties.
However, as soon as the next build is out, you can add those properties to pretty much anything in it and have it gib!
COOOLLLL!!!!!!
Isn’t there some really crappy bypass way of adding it in in this version?
Make it so instead of bleeding when shot, it should remove it’s self and throw out custom gib sprites.
That might be possible.
I hate the bleeding thingy… its so boring… I use all my money on my Minigun and a stupid twin-a55ed robot come and shoot me, I kill him.. But after some time I was killed by the bleeding >_> We need some kind of medic thingy!!
http://viewmorepics.myspace.com/index.cfm?fuseaction=viewImage&friendID=78278880&albumID=0&imageID=5011905 look at this its a dropship idea for DATA