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old closed Optional camera movement concept for CS2D & mods

Phenixtri
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Hey guys its me again. Ive been pondering an idea for CS2D that I think would be very useful & interesting fir CS2D & if not possibly for mods via lua.

There should be an optional camera movement option in CS2Ds menu for in game play. IE right now in CS2D if you turn your player to the left or right only the player model moves & the map remains static. This can be labeled as classic camera movement in the options.

Active camera movement would be so that when you turn the player to the left or right the map turns instead of the player model which remains static with the back of the player model facing towards the direction of the HUD on the bottom of the screen.

This would also require that in active camera mode the scope GFX would have to rotate with the player as well seeing as its static in the current version.

I don't think this may be possible through lua but if DC denies this for the next version of CS2D I will have no other choice but to try seeing as it would be very use full for campaign like maps.

Tell me what you all think & also if its not possible through lua please go into detail as to why.

Here is a photo to better describe what im talking about.

http://img90.imageshack.us/img90/8465/m3hg4m3.png

old Re: Optional camera movement concept for CS2D & mods

qw3rty_rocks
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I know a lot about programming and when I think about your idea I find it impossible to make. It would be to much work to do something like that and it doesn't achieve anything worthwhile. It would be impossible to do in lua and DC Isn't going to do this so give up.

old Re: Optional camera movement concept for CS2D & mods

Phenixtri
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Wow so much hostility dam. this is a thread meant for intelligent conversations & discussions not bigotry. If you cant comment in a constructive manner then don't comment at all >>

Dam new users have no respect to others these days.

old Re: Optional camera movement concept for CS2D & mods

qw3rty_rocks
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Hey just because I'm new doesn't mean that I say mean things about people.

Anyway as I said I have experience in this area. I Know What I'm Talking About. I use c++ which is very hard compared to blitz basic, which is what DC uses. Ive tried opengl and IT'S HARD.

old Re: Optional camera movement concept for CS2D & mods

Flacko
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qw3rty_rocks has written
I know a lot about programming and when I think about your idea I find it impossible to make. It would be to much work to do something like that and it doesn't achieve anything worthwhile. It would be impossible to do in lua and DC Isn't going to do this so give up.


Actually, it wouldn't be hard at all to make it.
Maybe it could be hard to implement it into CS2D but not impossible for sure.
However, I'm sure DC won't be doing this because it's gonna take a good ammount of work for doing this little thing that might not even fit well into CS2D (have you thought on how ugly could maps look like if you rotated them?)

Edit: Looking at the picture I can tell that's one of Blazzing's projects. So there's a proof that it's not impossible to do something like that at all.

old Re: Optional camera movement concept for CS2D & mods

Phenixtri
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Again people calm the fuck down only intelligent comments & constructive conversations.

Also I mainly intended this as an option specific to campaign maps that people make for certain game modes & mods. Primarily I believe this would make certain mods like Half Life 2D & STALKER 2D more immersive on the campaign maps for example.

Yes certain maps would look odd since their door tiles would be in odd positioning. But that's easily fixed either through making 4 different doors for each direction or better yet use sprites & triggers with the dynamic_wall entities thus freeing up tile space.

old Re: Optional camera movement concept for CS2D & mods

qw3rty_rocks
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When you do programming with cameras you only have whats called a view port. The camera doesn't move. The objects move. Doing it DC's way means he only needs to transform(rotate, move, etc) the player and its other objects. Doing it Your way means you would have to move every single other object. This would need alot more lines of code which from the below statement I think hes done enough:

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impossible to estimate that. I didn't count the hours / days I worked on it. it has over 50k lines of code though. would take months to recode this for iphone/ipod touch (if you want to have a version with all the features of the original one). I'm surely not going to do that

maybe a much more limited version but I'm currently not planning to spend 100 (?) usd per year just for the chance that the game MIGHT by released in the app store. yeah, you have to pay money to develop games for Apple hardware... Apple is BAD and absolutely not "developer-friendly"

oh and Apple would - of course - absolutely decline a Counter-Strike clone due to licensing/copyright and stuff. this means that it would have to have another name etc.

these things are not as easy as you seem to think
link to quote

I'm not trying to make an argument, but I just want to tell you that this is not going to happen.

old Re: Optional camera movement concept for CS2D & mods

FlooD
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that would give the user an unfair advantage when he looks sideways

doing it in lua... I'll laugh my ass off if someone tries to

as for how much work needs to be done, let me see:

movement - easy, just force relative movement

rendering - well if player models can rotate instantaneously... why not the tiles that make up the map?

the pointer/mouse interaction - that's gonna be a pain cuz in this mode, the pointer isn't simply the same as the windows pointer.

old This is crap

vucgy92
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my comment is inteligent and simply its a mega sutupid idea thats all and if you would rotate for 45degrees you could see 1.5 far as normal so its a rly stupid idea and totally useless this is S**T

old Re: Optional camera movement concept for CS2D & mods

DannyDeth
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Phenitrix, excelent idea. I think it would be pretty cool

@vucgy: Nope, your comments are not intelligent and I highly doubt anything about you is intelligent.

@qwerty_rocks ( sorry, forgot name now ):
Well, actually DC uses BlitzMax, which is very different from C++ and BltizBasic. A lot of things can be done fairly easily and controlling the view port in Blitzmax isn't that hard either ( well, as far I know, I own it but don't use it ver often ). C++ isn't actually that hard, look at the fact the the original C programming language only had 28 instructions in it, and those boffins still managed to build an entire ( very succesful ) OS, UNIX.

old Re: Optional camera movement concept for CS2D & mods

DC
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this is absolutely not going to happen in CS2D for two reasons:

1. the whole game has not been designed to work this way and I would have to rewrite/change a good amount of code

2. I don't think that this is comfortable. rotating the whole map instead of the player is rather annoying in my eyes and I think that most people wouldn't use it anyway.
edited 1×, last 27.01.11 02:19:08 pm

old Re: Optional camera movement concept for CS2D & mods

DC
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my personal opinion: no, not user friendly. not for cs2d. maybe for slower games.

test scenario:
an enemy appears behind you and you have to turn really fast.

rotate player: pretty easy to aim and less confusion because the world doesn't rotate. your target will not rotate as well but be on the same position all the time which makes things easier.

rotate the whole world: you become sick and confused because everything rotates so fast. your target rotates as well so you have to re-orient yourself after each rotation. it takes more time and makes everything harder.
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