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July 03, 2024, 07:27:09 PM

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TIGSource ForumsCommunityDevLogsMoonQuest
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Zaphos
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« Reply #2240 on: February 13, 2014, 05:22:49 PM »

Aw those crocodiles look cute!
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_bm
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« Reply #2241 on: February 13, 2014, 07:49:24 PM »

Giraffeman?!  Huh?
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eigenbom
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« Reply #2242 on: February 17, 2014, 05:27:45 PM »

Update:
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_bm
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« Reply #2243 on: February 17, 2014, 08:08:13 PM »

WOOOO! Lighting seems to be back! I missed seeing those beautiful lights...  Addicted

Oh and weird blacksmith dude? What? Also, I can never get over how amazing those helmets look.

Good work!
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eigenbom
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« Reply #2244 on: February 17, 2014, 09:11:30 PM »

Thx cremey


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alvarop
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« Reply #2245 on: February 17, 2014, 09:36:01 PM »

I have never wanted to play so much something that I understood so little.
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« Reply #2246 on: February 18, 2014, 10:57:12 AM »



If MM hacks out the ground under the blacksmith, I assume he falls... but would he stop hammering? Can MM steal the anvil? I guess I'm asking two things: how robust will your NPC behaviours be, and/or will there be parts of the environment MM just can't interfere with?
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kleiba
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« Reply #2247 on: February 18, 2014, 01:51:30 PM »

Thx cremey




He's the queen of all blacksmiths!!!

...err, the king!
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Rusk
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« Reply #2248 on: February 18, 2014, 02:02:47 PM »

A blacksmith? To me it looked like something else at first.

Still image: a man feeding a duck.
Animated: a man ripping the head off a duck.
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eigenbom
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« Reply #2249 on: February 18, 2014, 02:36:58 PM »

Now I can't unsee the duck! Also, yeah my art is sucky, but I'm just trying to get stuff in there atm! Smiley
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christopf
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« Reply #2250 on: February 18, 2014, 03:38:33 PM »

hahaha that duck XD
looks pretty good, i like your style!
(my babygirl got a wooden crocodile that looks nearly the same as yours! just toothless :D)
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eigenbom
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« Reply #2251 on: February 19, 2014, 12:50:32 AM »

Rek:  most likely I'll make the ground unbreakable under non mobile npcs like blacksmiths, shopkeepers, etc.

Update:



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Thecoolestnerdguy
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« Reply #2252 on: February 19, 2014, 03:19:29 AM »

Everytime I look at MM, it gets prettier! Kiss
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eigenbom
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« Reply #2253 on: February 19, 2014, 03:59:56 PM »

Update: The combat system in moonman will be fairly simple. You can have melee weapons that either slash or jab, or ranged weapons that either shoot physical projectiles (like an arrow) or 'particle' projectiles (like a quantum of laser). Melee weapons will include swords, axes, spears, hammers, etc., and will differ by attack type, speed, strength, capability (e.g., axes are better at chopping down trees than spears), and so on. They may also be 'blessed' or 'cursed', you can't unwield the latter without uncursing it first. Items can also be enchanted, e.g., "flaming axe". When thinking about the role items and weapons play in Moonman I'm roughly following the tried and true rules of roguelikes like Nethack, Brogue, and Stone Soup, and recent games like Dark Souls. For instance, I prefer the idea of Dark Souls-type blacksmiths over minecraft-type workbenches for crafting items -- although the player will likely be able to craft the essentials (torches, arrows, etc).

Technically, the melee system now works by doing a bunch of raycasts when a weapon is swung or jabbed. The pink shapes below show the areas the rays are cast in as a weapon is swung. Weapons have different sizes, for instance the trident is wider than the spear, and the pyramid sword is very long. You'll notice one flaw in the current system: what if an enemy is between the gaps between the shapes in the lower right image. Atm I fix this by making the detection shape much wider than what's shown, but a better solution would be to do a sweep-style test between the collision shapes. Anyways, I can look at that later if it's a noticeable problem.

Thanks for reading..

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Rusk
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« Reply #2254 on: February 20, 2014, 05:09:26 AM »

Interesting. What do you mean by ray cast exactly? It looks like a box/box collision. Do you implement collision tests by raycasting, or is the raycast a more detailed test for when the boxes overlap?

Does the weapon hit zone have to be rectangular? Otherwise maybe you could have two points defining the "edge" of the weapon, and make a hit zone from  the polygon between the edge of last frame and edge current frame. That should cover the entire slash area.

edit: Argh! I hate being alone on a new page. Lips Sealed
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Rat Casket
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« Reply #2255 on: February 20, 2014, 07:46:37 AM »

just do hitboxes, dude

which is pretty much what youre doing now i guess

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eigenbom
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« Reply #2256 on: February 20, 2014, 01:22:42 PM »

I was doing a box-box test, and still am for some cases, but for slashing and jabbing of weapons I'm casting rays from the hand outwards along the weapon. The rays are spread out within the boxes shown in the screenshot, and are tested against enemy hitboxes. I would prefer to do the slash zone method rusk, but I'll wait to see if the current solution is noticeably bad.
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rundown
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« Reply #2257 on: February 20, 2014, 05:56:11 PM »

Since when is raycasting bad? It's way more precise!
I actually feel like a cheat when i use hitboxes. And boy do i use them allot.
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Rat Casket
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« Reply #2258 on: February 20, 2014, 06:43:13 PM »

raycasting is more expensive, is it not?
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eigenbom
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« Reply #2259 on: February 20, 2014, 06:51:10 PM »

Yep, AABB testing would be much quicker, and I assume Box2D does an initial AABB test for its ray (line segment) casts. The rays I cast just approximate a rotated box in any case, and we'll see how the performance goes..
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