Thread: [Super-tux-devel] Re: [Super-tux-commit] supertux/src defines.h,1.32,1.33 world.cpp,1.69,1.70 world
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From: Ingo R. <gr...@gm...> - 2004-05-10 12:58:15
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Ricardo Cruz <rm...@us...> writes: > Instead of limitating the number of bullets, according to the ones > in screen, do it in a time bases. This was asked in a comment on The > Linux Game Tome and I already wanted to do this, since the day I > made that hack, so here it goes. You can tune that time on the > defines.h file, it is the BULLETS_TIMEOUT definition (in ms). There > is a fire test level. I have to say that I very much prefer the old behaviour over the new one, since it had numeros advantages: * With the old behaviour it was pretty clear when one is being able to shoot again, with the current system one has to wait some amount of time, which leads to make the fire button feel very unresponsive (press a msec to early -> no reaction). There is no visible indicator when one is ready to fire again * With the new behaviour one is unable to shoot multiple fireballs in a row, especially when confronted with a row of enemies, this makes fireballs pretty useless, since one has to wait * Lack of punishment/bonus when killing enemies. With the old system you had to be carefull with targeting the enemies, since when you missed, you would have to wait until the fireball disapeared to shoot again. If you on the other side hit, you would be rewarded with having another fireball instantly ready. With the new system you always have to just wait, no matter what you do. In general the new system basically replaces nice gameplay dynamics with boring waiting and even lacks a visible indicator on what is going on. -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2004-05-10 13:04:10
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Am Mo, den 10.05.2004 um 14:58 Uhr +0200 schrieb Ingo Ruhnke: > Ricardo Cruz <rm...@us...> writes: > > > Instead of limitating the number of bullets, according to the ones > > in screen, do it in a time bases. This was asked in a comment on The > > Linux Game Tome and I already wanted to do this, since the day I > > made that hack, so here it goes. You can tune that time on the > > defines.h file, it is the BULLETS_TIMEOUT definition (in ms). There > > is a fire test level. > > I have to say that I very much prefer the old behaviour over the new > one, since it had numeros advantages: > > * With the old behaviour it was pretty clear when one is being able > to shoot again, with the current system one has to wait some amount > of time, which leads to make the fire button feel very unresponsive > (press a msec to early -> no reaction). There is no visible > indicator when one is ready to fire again > > * With the new behaviour one is unable to shoot multiple fireballs in > a row, especially when confronted with a row of enemies, this makes > fireballs pretty useless, since one has to wait > > * Lack of punishment/bonus when killing enemies. With the old system > you had to be carefull with targeting the enemies, since when you > missed, you would have to wait until the fireball disapeared to > shoot again. If you on the other side hit, you would be rewarded > with having another fireball instantly ready. With the new system > you always have to just wait, no matter what you do. > > In general the new system basically replaces nice gameplay dynamics > with boring waiting and even lacks a visible indicator on what is > going on. A fully agree with Ingo! Please revive the old behaviour. Greetz... Tobias Gläßer (busy with bleeding edge editor features ;) ) |
From: Bill K. <nb...@so...> - 2004-05-10 18:53:25
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On Mon, May 10, 2004 at 03:08:35PM +0200, Tobias Gl=E4=DFer wrote: >=20 > A fully agree with Ingo! Please revive the old behaviour. >=20 I haven't played it, but based on Ingo's description, I agree!! Change it back!!! :) -bill! |
From: Ricardo C. <ri...@ae...> - 2004-05-10 21:21:09
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I already undid it. Anyway, I don't understand why so many ppl is mad about that... I mean,=20 nobody prefers the time-based shooting behavior? Ricardo Cruz Em Segunda, 10 de Maio de 2004 19:53, o Bill Kendrick escreveu: > On Mon, May 10, 2004 at 03:08:35PM +0200, Tobias Gl=E4=DFer wrote: > > A fully agree with Ingo! Please revive the old behaviour. > > I haven't played it, but based on Ingo's description, I agree!! > Change it back!!! :) > > -bill! > =2D-=20 Hickory Dickory Dock, The mice ran up the clock, The clock struck one, The others escaped with minor injuries. |
From: Ryan F. <rf...@gm...> - 2004-05-10 21:29:19
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> Anyway, I don't understand why so many ppl is mad about that... I mean, > nobody prefers the time-based shooting behavior? It's just that it's hard to tell when the next bullet is available. When there's only two allowed on-screen you can clearly tell when you're ready to fire another bullet. -- Ryan |
From: Ricardo C. <ri...@ae...> - 2004-05-10 14:09:35
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Em Segunda, 10 de Maio de 2004 13:58, o Ingo Ruhnke escreveu: > Ricardo Cruz <rm...@us...> writes: > > Instead of limitating the number of bullets, according to the ones > > in screen, do it in a time bases. This was asked in a comment on The > > Linux Game Tome and I already wanted to do this, since the day I > > made that hack, so here it goes. You can tune that time on the > > defines.h file, it is the BULLETS_TIMEOUT definition (in ms). There > > is a fire test level. > > I have to say that I very much prefer the old behaviour over the new > one, since it had numeros advantages: > > * With the old behaviour it was pretty clear when one is being able > to shoot again, with the current system one has to wait some amount > of time, which leads to make the fire button feel very unresponsive > (press a msec to early -> no reaction). There is no visible > indicator when one is ready to fire again > Well, that can be done. > * With the new behaviour one is unable to shoot multiple fireballs in > a row, especially when confronted with a row of enemies, this makes > fireballs pretty useless, since one has to wait > > * Lack of punishment/bonus when killing enemies. With the old system > you had to be carefull with targeting the enemies, since when you > missed, you would have to wait until the fireball disapeared to > shoot again. If you on the other side hit, you would be rewarded > with having another fireball instantly ready. With the new system > you always have to just wait, no matter what you do. > I don't really see those two points as bad things. Anyway, I've already putted the old behavior back. Ricardo Cruz > In general the new system basically replaces nice gameplay dynamics > with boring waiting and even lacks a visible indicator on what is > going on. -- If you can lead it to water and force it to drink, it isn't a horse. |