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English Counter-Stirke 2 announcement

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old Re: Counter-Stirke 2 announcement

Mora
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user ModJuicer has written
would look better if there were multiple smoke sprites that are randomly chosen for each area so it wasn't so homogenous. Also, maybe slight random offset where each smoke sprite occurs (possibly changing the offset and/or the sprite used every time the smoke gets destroyed by bullets or grenades if you want extra fun) so the smoke doesn't look like a grid. Looks cool nonetheless.


I specially waited for ideas. I'm surely will try to improve it, thanks.

Also I have a question about the code itself. Currently I'm doing everything without thinkin' of it's optimization and not so chaotic code place, just to quickly release the idea. So what do I have to improve there and how can I do it? Maybe there is a guides to make a specific trick to optimize or index tables good. I thought of lua OOP(but really, I've tried very much times to understand it, but I cannot idk, maybe low iq :D).

And btw guys can u write an ideas or comments about it using not very smart words, my english is pretty shit.
/@user Pagyra: will answer later soon.

old Re: Counter-Stirke 2 announcement

Pagyra
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As I said before, all shooters in one way or another moving towards complexity and realism, it increases the competitiveness, allows individual behavior, gives more room for action and variability of gameplay. Counterstrike 2 has also become more realistic in details.
https://www.youtube.com/watch?v=MbJ6WsVzkB0

SGF - smoke/gas/fire (same as in my previous post)

Some more thought on this idea on current version of CS2D :
1 • you could use the standard explosion spritesheet
2 • you can take the color data out of the texture of the tile in the grenade trigger area and add that shade depending on the type of the tile;
3 • for good visualization, you can change the color of the tile (and possibly the sprites located in the SGF zones) under the SGF sprites by 4-34% more gray/green/orange;

Here I will point out what is logical but missing from the original.
4 • create smoke-free zones behind items/players that are moving through the SGF;
5 • gradually shift the tiles (zones with SGF) depending on:
a) the vector of firing through the SGF - a player firing toward the enemy may push the SGF toward the enemy;
b) the vector of wind and the value of entities:
9 - Info_Storm
32 - Env_Room
52 - Gen_Weather
80 - Info_NoWeather
- there is wind on the map, which will move the SGF, but if the SGF is in a room (area without wind), it will not be affected by wind;
c) explosions nearby (outside the SGF area) will move the smoke;
d) precipitation puts out the fire and reduces the effect and area of smoke and gas outside.
52 - Gen_Weather

And I think you can quite persuade DC or SD to do small updates for effects and parameters for CS2D if you prepare blitmax code for them beforehand. That way you can add and change "a lot" with minor coordinated changes. And even these changes in turn will bring back and attract new players.

The CS2D game engine really needs an upgrade a long time ago, and it makes sense in agreement with DC to create a compatible with the old version of the analogue of the CS2D game on a different game engine.
edited 1×, last 03.04.23 08:23:11 am

old Re: Counter-Stirke 2 announcement

ModJuicer
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user Pagyra has written
SGF - smoke/gas/fire (same as in my previous post)

You actually entirely forgot to say that in your previous post, but I'm sure you meant to. You just said "SGF(further in the text I refer to it as SGF)" which is funny. Feels like something I would do, but I guess I'm not the only person in the world who is absent-minded once in a while.

user Mora has written
And btw guys can u write an ideas or comments about it using not very smart words, my english is pretty shit.

It is true that obfuscated verbiage impedes comprehension . I would advise, in such cases, using google translate to translate it into your native language, which should work the vast majority of the time to make things understandable.

old Re: Counter-Stirke 2 announcement

Mora
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Well yeah, I'm tryin' translators but sometimes the result is chaotic and kinda not that right meaning. Somebody try to translate "Карта" - which is map(cs2d theme), but google translator sometimes translate it as "card" what is not right in the current context.

Currently I'm trying to add kinda objects(?) maybe, Idk right now how will I do that, but the main idea looks like that:
IMG:https://i.ibb.co/LSB33Xj/image.png


In fact Idk about such methods and this is only raw idea, maybe u have ideas how to optimize that shit and how can I release it with easier way, maybe u can gimme tips or info where can I learn such stuff to implement it.

old Re: Counter-Stirke 2 announcement

ModJuicer
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Oh, I mean just for reading what people say if they're using obfuscated verbiage that impedes comprehension. Not for writing posts (and anyway, idk if user DC likes if people write their posts using google translate, though in that case if you proofread it for errors it should probably be fine tbh).

old Re: Counter-Stirke 2 announcement

Mora
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I'm not using translators to make posts, am only use it to translate single words that idk, yeah. No problems. Dont mind it next time.

by the way idk if is right that I made here dev blog from this topic maybe i might need to make new one to stick to the main topic but uh.

There I give a try to collide sprites (thanks to @user EngiN33R: for his file cs2d [EngiN33R] Player Collision ). The code itself is smaller by the way than the previous one and effect look better.
The video:
https://youtu.be/cbwHD40f1Eo
Code >


This is still test so I'm improving. Currently trying to make all calculations things, lua is a first priority, then sprites.

And y'all can see that they movin' kinda creepy tho. No idea for now how do I release it better atm.
/btw if You have ideas to implement feel free to edit the code and post it here same as me.

old Re: Counter-Stirke 2 announcement

Pagyra
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You can use https://www.deepl.com/ru/translator
both for automatic translation on the page and for translation of the text you enter. It is more accurate in translating literary phrases.

At the moment there is a lot of flickering of sprites when they appear. You should create them small size and transparent first, and then change its size and tween them around and make them opaque. This way there won't be flicker from changing the order of the sprite layers in front of each other.

old Re: Counter-Stirke 2 announcement

Mora
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@user StirlizZ-Fapicon: yeah, they jumping.
@user Pagyra: added alpha when image is spawned so looks better.


-Currently need to make better calculation for smoke sprites and exclude bugs when there is no more space for sprites:
You can notice in video 0:14.
Idea - maybe here need to add a thing that will stop them calculating when there is really no way to tween_move specific image_id.
-Second thing is to make them move higher distance to occur more space in further.
Idea - on the code above is a visible and obvious thing that I can simply add more distance collision offset, but I thought of divide dist
math.ceil(dist/4)
and slowly move sprites with different power(depending on how much distance is between two sprites atm). Sounds good if we imagine 2 sprites in total that react to each other, but there is another problem " if there is more than 2 sprites so: how to mention their connection and do appropriate offset depending on different angels and distances between all sprites."

The code >

old Re: Counter-Stirke 2 announcement

Pagyra
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1 • You need to make a grid of points on a 3*3, 4*4 or larger on tile, and place the sprites so that there are always 1-2 empty points between them, so you can move the sprites on the grid depending on the empty dots, and you will always have some space between the sprites.

2 • And it would be a good idea to work with the formation of sprites during the cloud moving.
Since all smoke sprites are created at one point and move from this point to other positions displacing other sprites it makes sense also when creating initially give the sprites an elongated shape and rotate outward from the explosion point and then when the sprites are in motion return to their standard shape and rotate smoothly (with a subsequent slowing of rotation) depending on the interaction activity with other sprites.


us
I think on the wave of hype on this topic (now a lot of people like it) it would make sense to combine the gameplay games Stranded and CS2D together, like the game Dynosystem, and creating something based on and enhancing the ideas of both games. Too bad that CS2D does not improve (complicates) its gameplay, it would still be interesting to play in it.
edited 3×, last 25.04.23 12:50:16 pm
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