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FPSC Classic Product Chat / Interactive mode using limb detection (video)

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rolfy
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Posted: 9th Feb 2011 06:36 Edited at: 6th Jul 2012 22:27
Although I posted this in my Dark House game wip thread, I thought I would post it over here too where more folks are likely to see it.
Player interaction with environment using per limb detection and the new shotdamagetype=x condition.



Awesome! Its one of those threads.
Errant AI
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Posted: 9th Feb 2011 06:44
Seriously impressive, Rolfy. Well done!
rolfy
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Posted: 9th Feb 2011 06:47
Thanks Errant
As soon as I saw the new condition my head exploded, what you see here is just the tip of the iceberg with what could be done with this.
Errant AI
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Posted: 9th Feb 2011 07:43
Definitely. I think it will really shake up the same-y-ness of FPSC games if devs. really apply themselves. I have a feeling the more stuff like this is seen; the more people are going to be pushed out of their comfort zones if they want to stay relevant. And that isn't a bad thing.
vortech
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Posted: 9th Feb 2011 19:25
Like Penumbra. Awesome

Best texture of the Month.
Yay.
Seth Black
FPSC Reloaded TGC Backer
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Posted: 9th Feb 2011 20:56
...what a great adaptation!

Opens up all kinds of brand new possibilities for FPSC.

Thank you very much for sharing this, rolfy.

mgarand
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Posted: 9th Feb 2011 21:36
your the most creative man on this forum in my opinion, a great way of using fpsc new features! Thanks for sharing your creative knowledge

Tombsville
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Posted: 9th Feb 2011 21:41
Please...

OH PLEASE!

Explain in further detail how this was accomplished.

OOOOOOH please.

This is just absolutely amazing.

Windows XP Home, AMD Athlon 64x2 Dual Core Processor @ 2.61 GHz, 3.00 GB RAM, NVIDIA GeForce 8500GT
mgarand
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Posted: 9th Feb 2011 21:48
He has explained enough in my opinion, and i think we should find out some stuff ourselfs, he told about the per limb detection

Tombsville
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Posted: 9th Feb 2011 21:56
Quote: "He has explained enough in my opinion, and i think we should find out some stuff ourselfs, he told about the per limb detection"


Some of us are still very green when it comes to scripting, especially with these new features.

Why the big "secrecy" towards helping others out?

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Design Runner
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Posted: 9th Feb 2011 22:16
Because it is in several places, namely V2 of the community guide as well as a thread in the scripts section. We like you to look before asking

"If you can't handle me at my worst, you sure as hell don't deserve me at my best"
Tombsville
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Posted: 9th Feb 2011 22:30
Quote: "Because it is in several places, namely V2 of the community guide as well as a thread in the scripts section. We like you to look before asking"


Ah, yes.

But if you put in as much time and energy in a simple explanation as you do attempting to be sarcastic and condescending, all would be well, eh?

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BlackFox
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Posted: 9th Feb 2011 22:35
Quote: "Ah, yes.

But if you put in as much time and energy in a simple explanation as you do attempting to be sarcastic and condescending, all would be well, eh?"


Just consider the source.

Nice work Rolfy. We saw this already, but you certainly have demonstrated these methods quite effectively.

- BlackFox

bond1
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Posted: 10th Feb 2011 07:04 Edited at: 10th Feb 2011 07:05
Always love seeing the stuff Rolfy comes up with. It looks a lot like Penumbra's interactive system, but a lot more user friendy than that game, which could be frustrating and awkward IMO.

"bond1 - You see this name, you think dirty."
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vortech
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Posted: 10th Feb 2011 12:52
Quote: "Always love seeing the stuff Rolfy comes up with. It looks a lot like Penumbra's interactive system, but a lot more user friendy than that game, which could be frustrating and awkward IMO."

I think it's more scary when your have to pen that door with moving mouse instead of clicking it. Escpecially if monster is chasing you.

Best texture of the Month.
Yay.
rolfy
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Posted: 10th Feb 2011 14:56
If I remember correctly in games like that if you can push a door open so can the enemy, making it kind of pointless to shut it over, not to mention the fact that early Resident Evil and such you basicly had a cutscene and you were out the door.
This may be a different method but its FPSC and we have to work with what we have. Even if someone were to find a way to do it the way you want it I think it may be down to the individual developer how it gets played.
DarkJames
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Posted: 10th Feb 2011 16:21
This maybe Over awesome, if we cant understand how it's made, it will reamain secret.

rolfy
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Posted: 11th Feb 2011 01:00 Edited at: 11th Feb 2011 01:18
Its no big secret, I just took the information provided and applied it to animated entities.
http://forum.thegamecreators.com/?m=forum_view&t=180608&b=21

Info provided by bond1
When you use the scripting command shotdamagetype=x , x is the id given for the limb group.

In other words, :shotdamagetype=1:do something , checks if the character is shot in the head and then something happens.

Same for the other limb groups : 2 is body, 3 left arm , 4 right arm , 5 left leg , 6 right leg.

If you understand that the condition can be followed by any suitable action then you get the drift.
As for creating the media required to use this in whatever way you plan, thats up to you.
DarkJames
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Posted: 11th Feb 2011 06:21
Also, i checked the door models, they are Amazing, and it seems so simple that you say, 'Added doors.' kinda like meh, but truly your game is looking like the next Silent hill!

oh and btw, i would need a skeleton for the entity? and animations?

mgarand
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Posted: 11th Feb 2011 07:12
Quote: "applied it to animated entities."


Tombsville
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Posted: 11th Feb 2011 14:02
@rolfy

THANK YOU for making this a bit clearer!

Question:

Is the hand "cursor" designed along the lines of a weapon that only acts as an animation activator?

Quote: "...truly your game is looking like the next Silent hill!"


I honestly couldn't agree more with this statement.

Not just brilliant in design but the art/atmpsphere is fantastic as well.

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Conjured Entertainment
AGK Developer
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Posted: 11th Feb 2011 14:30 Edited at: 11th Feb 2011 14:39
Quote: "Is the hand "cursor" designed along the lines of a weapon that only acts as an animation activator?"

That is my guess.

@Rolfy
Sweet (this puts my target example to shame)
I really like your hand idea for making the most of this new feature.
I can image control panels with lots of buttons and levers utilizing the new limb detection too.
The sky's the limit with this, and I was very excited to see the new FPI condition as well.

Quote: "Definitely. I think it will really shake up the same-y-ness of FPSC games if devs. really apply themselves."

Yeah, I bet the GCS will see some new additions soon that make the most of this feature.

Awesome work Rolfy!

EDIT
I'm going to let the cat out of the bag, and tell you guys what I have planned for this new limb detection...
Trees
I don't see why we can't have some items ingame that fall to pieces when shot in the right spot enough times, now that we have the limb detection.
You know, like shooting the tree in half and watching the top fall out. (like Crysis)
Just figured I would mention that idea before someone beats me to it.

   Conjured Entertainment

 WARNING: Intense Madness
DarkJames
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Posted: 11th Feb 2011 17:39
CE maybe you can make free doors with Limb feature

Conjured Entertainment
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Posted: 12th Feb 2011 15:02
Quote: "CE maybe you can make free doors with Limb feature "

You mean a Entity Door that is unpassable until you shoot the sections out?

I could use this on my existing barricade for the doors. (hadn't thought of that yet)

Anything I make using the limb detection will be for the store (not free)
But it all will have to wait until I finish my research paper.

Here is a peek at a tree that I am doing for a test... (see attached)
I'm starting with a dead tree version first, then I'll add some leaves later after I sort out all the animations.
It will be alot of animations to accomidate the various combinations of limbs being shot, so the scripting might get a bit funky.

Anyway, I'm not trying to highjack Rolfy's thread, so I will post the progress in my own thread later when I have the animations worked out.

   Conjured Entertainment

 WARNING: Intense Madness

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