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Author Topic:  SmackVAtts!  (Read 14228 times)

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smacky

« on: 27, January 2012, 21:48:05 »
These are Smacky's Visual Attacks. When you are hit with a certain attack type the visible map will flash a certain colour. Well, not colour but process (using scales and masks like fog of war, etc).

Currently I've done fire, cold, and electricity.

Feedback please! I can quite imagine some people will find this highly annoying. It can easily be made optional.

ATM it happens every hit. Less? Random? Depending on hp? Etc.

clobber

« Reply #1 on: 27, January 2012, 21:52:19 »
Haha. Epilepsy warning ;)

I'm compiling now - but as a suggestion: In Pokemon - you can get normal hits and then "critical hits" and the screen flickers black and it knocks down more HP. Maybe it could be like that?

EDIT: Having tested it, it isn't as often as I thought it'd be :) The colours are good although it did give a bit of a wtf is going on reaction, but I found that quite fun after a while! Nice work.
« Last Edit: 27, January 2012, 22:07:26 by clobber »
Posted by Clobber

Collector Of Burnt out torches, 0 and Counting.

,-.  ___ ,-.
 \/ .   .  \ / 
(___O___)
 /  \      /   )
 ( ||       || )
  000     000
Woof, Woof!

Quote from: Longir
I use caution, fear is a distraction

smacky

« Reply #2 on: 28, January 2012, 10:53:20 »
I don't think we need something as frenetic as Pokemon or one of those bizarre Japanese cartoons (like the one on the Simpsons).

Also this isn't meant to change Dai gameplay (and besides we can't/mustn't do that client-side) but enhance it. However. thinking about critical hits, we already have those -- direct hits. So perhaps only have the SmackVAtt on a direct hit? That addresses my concern about it being too frequent too.

clobber

« Reply #3 on: 28, January 2012, 14:04:03 »
That's what they're called! Sorry, I couldn't remember so just gave the pokemon example :(

I don't mean the pokemon cartoon - but the game boy colour game - the original before it got all 3d (wtf?) and flashy.

It is actually very similar to the way in which this appears to the user but instead it just inverts all the colours (which are mostly black and white in battle mode).

Anyway, nice delve into my childhood ;)
Posted by Clobber

Collector Of Burnt out torches, 0 and Counting.

,-.  ___ ,-.
 \/ .   .  \ / 
(___O___)
 /  \      /   )
 ( ||       || )
  000     000
Woof, Woof!

Quote from: Longir
I use caution, fear is a distraction

smacky

« Reply #4 on: 28, January 2012, 14:57:56 »
I've never played Pokemon.

clobber

« Reply #5 on: 28, January 2012, 15:08:31 »
Feel free to borrow mine ;)

Or I'll just find you a video.

EDIT: I've been trying to look it up and am now inclined to think I remembered wrong :(
« Last Edit: 28, January 2012, 18:50:48 by clobber »
Posted by Clobber

Collector Of Burnt out torches, 0 and Counting.

,-.  ___ ,-.
 \/ .   .  \ / 
(___O___)
 /  \      /   )
 ( ||       || )
  000     000
Woof, Woof!

Quote from: Longir
I use caution, fear is a distraction

smacky

« Reply #6 on: 29, January 2012, 18:46:47 »
At 6730 these are optional. You can have them never or every hit (the default) or only on direct hits.

The way the client checks for a potential SmackVAtt is a hack (it has to be in the 0.10 series). In particular, you may get SmackVatts sometimes for non-direct hits if you've set it to direct hits only.

I've also added a sixth colourscale:

Quote
# Recolours: Certain events and abilities affect how you perceive the world
# around you. Here we control how this perception is shown.
# For each perception, first the 'scale_foo' colourscale is applied to relevant
# map images. It may be 0 for none (the image is used as it
# normally is), 1 for greyscale, 2 for sepia tones, 3 for negative greyscale, 4
# for inverted colours, or 5 for intensity (which is also greyscale).
# Then the 'mask_foo' colour is masked over these images. It is recommended
# that you leave at least one colour at 0 (eg, 0xff0000 or 0x00ffff). This
# colour will then be masked out of the final image entirely.
# Where scale is intensity (5) the mask behaves differently. Here brighter
# masks cause the image's brightness to be turned up and darker masks cause it
# to be turned down.
# In all cases, a mask of 0x000000 is ignored (no masking takes place).

Also, light and shadow hits now cause a SmackVAtt.

smacky

« Reply #7 on: 30, January 2012, 21:54:18 »
Please note that these will eat up (comparatively) large amounts of memory and may affect performance on slow machines. But then you can always turn them off.

But please post your experience here. One thing I can do is a performance:memory trade-off if necessary (and even make this optional so people with small memory but fast machines and those with lots of memory but slow machines stay happy).

zrubavel

« Reply #8 on: 31, January 2012, 00:37:19 »
Wow the first time my screen turned yellow I jumped out of my seat...very dramatic!
a good sharp edge
is a man's best hedge
against the uncertain vagaries of life
Corb Lund

_people_

« Reply #9 on: 31, January 2012, 00:39:41 »
The lightning effect is pretty cool. I've only seen fire/cold/lightning, but they're pretty impressive. :)
-- _people_ :)

smacky

« Reply #10 on: 31, January 2012, 13:27:47 »
hehe Fire and cold aren't right. I meant to slightly change these but forgot. I'll update in a bit.

zrubavel

« Reply #11 on: 31, January 2012, 14:26:23 »
Correct me if I'm wrong but this does not work with x-ray vision? If so this is a shame...and leads me to an off topic comment- although I like the new look for x-ray in rev 6730, in general a lot of the game's art is lost when wearing x-ray items. As a mage two of my most useful items have x-ray (Ring of Greater Thieves and Cloak of the Master) though I wear them not for x-ray...I wish there were some way to toggle x-ray off when I don't need it so I could see the game nicely.Yes I know that many strong items come with built in drawbacks but this is not a drawback that effects game play directly (like having Armour that gives negative resistance to something) but a drawback that detracts from the game's beauty...
a good sharp edge
is a man's best hedge
against the uncertain vagaries of life
Corb Lund

_people_

« Reply #12 on: 31, January 2012, 14:52:18 »
I believe there is a way to remove it. See your skin.def file.
-- _people_ :)

smacky

« Reply #13 on: 31, January 2012, 16:55:57 »
:grr: FF ate my reply. So quickly:

Fire and cold fixed in 6374. Update you skin.def with:

Code: [Select]
scale_fire: 1
mask_fire 0xffd000
scale_cold: 1
mask_cold: 0x00ffff

@Zrub: No, visual attacks don't work with xray. Also see:

https://www.daimonin.org/forums/daimonin-project/fog-of-war/msg98329/#msg98329
https://www.daimonin.org/forums/daimonin-project/fog-of-war/msg98406/#msg98406

zrubavel

« Reply #14 on: 02, February 2012, 00:17:26 »
Sorry for missing that Smacky...I try to keep on everything, but sometimes I miss things and sometimes I don't understand what you (or _Person_ or anybody involved in more technical stuff) are saying till its directly related to something I experienced... But I did it and it worked! :) :)

I wonder if it is an option we can build into the settings menu in game?

a good sharp edge
is a man's best hedge
against the uncertain vagaries of life
Corb Lund

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