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#1 07/02/09 07:07

Pierre
Member
Registered: 01/24/07

Konoko Payne, june 2009 release

Well, one more:

http://www.codercorner.com/KonokoPayne_ … e_2009.rar

Changelist:

    * AI: added global timestamp for taunt sounds, to make sure we don’t play N taunt sounds from N different characters at the same time
    * fixed bug with console unlocking even when player doesn’t have a datapad
    * added MB steam sound
    * added thug taunt sound (c17_99_01thug.wav, “don’t make me hurt you”)
    * reworked sound for exploding monitors
    * added one more taunt sound for ninja
    * added zoom sound for digital camera
    * reworked transitions for taunt anim from “run stop” motions
    * bugfix: “game over” was not correctly centered in 640*480
    * gun pickup is now easier when a lot of them are at the same place
    * engine: added hot loading of DDS files
    * nothing happens when touched by gun while jumping => should be fixed now
    * added blownup anims
    * added new weapon: portable mortar
    * added explosions
    * crates now glow when hit by plasma riffle & mb
    * added helicopter fight in “compound” scene
    * continued main gameplay/story
    * engine: added DEVIL wrapper in SystemPlugs
    * fixed small hiccup/lag when the datapad is spawned in compound redux
    * weapon overlay not correctly displayed in 640*480 => fixed
    * added sound instances to fix volume issues with sound emitters
    * fixed Muro’s face in monitors (was glowing too much)
    * monitor screens are now dds files
    * added “bonus objects” to collect
    * added achievements (using Xbox360 achievement bitmap & sound)
    * engine: billboards are now depth-sorted
    * + the usual lot of bugfixes and misc tweaks

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#2 07/02/09 08:07

TOCS
Member
From: Denmark
Registered: 04/04/07

Re: Konoko Payne, june 2009 release

Looks nice, I guess I'll have to recomplete your piece of art once agian. smile

EDIT: I get a constant error telling me that I need devIL.dll to fix the app. I'v tried downloading it from DLLHost, but no luck.

Last edited by TOCS (07/02/09 08:07)

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#3 07/02/09 09:07

Pierre
Member
Registered: 01/24/07

Re: Konoko Payne, june 2009 release

Thanks!! Re-uploaded now... Hopefully it will work this time.

Also, I know that it might be tedious for you guys to re-play that thing over and over again (especially without saved games). Sorry for using you as beta-testers wink

This version has some new stuff anyway, in the "play game" section (the "prototype" will probably not evolve anymore)

Last edited by Pierre (07/02/09 09:07)

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#4 07/02/09 10:07

Ire Yosuke
Member
Registered: 05/23/09
Website

Re: Konoko Payne, june 2009 release

Sorry? We owe you beta testing!
Praise you smile
I wish there was a "shapeshifter" option tongue


"There are two things that cannot be ignored in life. One is a cannon, the other, a cannon ball." - Commander Patrick "Bombard" Bomba

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#5 07/02/09 10:07

Pierre
Member
Registered: 01/24/07

Re: Konoko Payne, june 2009 release

There's no "shapeshifter" option per se, but there's the "puppet master" mode (work in progress). Lock on a guy and press... errr, "C" I think (or "X", don't remember). You take control of the guy (like in Ghost in the Shell), which makes it a little bit like the shapeshifter mode.

This is currently unlimited and it breaks the gameplay a bit (too easy!) but I have plans to turn it into a normal gameplay mechanic, "one day".

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#6 07/02/09 12:07

Pierre
Member
Registered: 01/24/07

Re: Konoko Payne, june 2009 release

BTW if you have ideas for cool achievements, don't hesitate...

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#7 07/02/09 12:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Konoko Payne, june 2009 release

Pierre, it is definately July 1 wink  [lol, try again; at least Gumby knows what month it is, though lol --Iritscen)

Here are a few:

Sniper:
Kill an enemy with the MBow from 1000 yards (or whatever) away.
(Lol, I posted this before seeing the awesome effect for hitting someone with the Bow, good job)

Imago:
Go into overpower mode X times

Striker spam:
Kill 5 strikers within one minute
(ie, once one dies, you have a minute to kill the other four)

Chairopractor (spelling, lol)
Do X backbreakers

Bugs:
You removed dash completely? Not quite a bug, I guess, but unnerving...we can extract animations in collada format if you'd like the ingame dash animation. tongue
Konoko's jump physics aren't quite right. She comes up and goes down too fast. Was that done on purpose? Setting Gravity to -300 seems to fix it for me. Though losing forward velocity when you jump isn't conductive to good parkouring. Lol.
Konoko's jump animation is sideways. wink



...last thing: what is the bind for opening the main menu? tongue

Last edited by Iritscen (07/02/09 13:07)


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#8 07/02/09 15:07

Pierre
Member
Registered: 01/24/07

Re: Konoko Payne, june 2009 release

Sniper:
Kill an enemy with the MBow from 1000 yards (or whatever) away.
(Lol, I posted this before seeing the awesome effect for hitting someone with the Bow, good job)

Yes, that one is already on my list tongue I was thinking about something like 1500 units but this will depends on 2 things:
- what the "final" level looks like
- if I add some auto-targetting / snapping like in ONI or not. If I do, it might make thisa achievement too easy? Still a good one, if only to compete against others for the "longest shot"...

Imago:
Go into overpower mode X times

Possible, yes.

Striker spam:
Kill 5 strikers within one minute
(ie, once one dies, you have a minute to kill the other four)

Yes, also good.

Chairopractor (spelling, lol)
Do X backbreakers

Yep. I have a bunch of them on my list with "do this or that N times", but they're not very creative lol

Bugs:
You removed dash completely? Not quite a bug, I guess, but unnerving...

It's now only available in overpower. Otherwise it felt too easy. Also, Geyser was always complaining about it big_smile

we can extract animations in collada format if you'd like the ingame dash animation.

No, I have them already. It's just that the difference between dash or no-dash in ONI wasn't that great anyway, so it didn't feel necessary to replicate this exactly.

Konoko's jump physics aren't quite right. She comes up and goes down too fast. Was that done on purpose?

Indeed. In ONI I always felt that she was floating in the air a bit too much. But I think they did that to make the jump kicks useful, right now in KP they don't quite work...

Though losing forward velocity when you jump isn't conductive to good parkouring. Lol.
Konoko's jump animation is sideways.

I'm not quite sure what you mean with those two sentences lol

...last thing: what is the bind for opening the main menu?

There is none tongue  ...I have to implement it but it's boring & tedious & non interesting so it has never been a priority... but I agree, it's clearly needed.

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#9 07/02/09 20:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Konoko Payne, june 2009 release

Autoaiming:
Oni autoaiming has a limit on the distance it works on, depending on the weapon. Nothing extreme. Adding a scope\zoom ability for secondary fire of the MBow would be nice. Hitting an enemy from a long distance is pretty hard, because of mouse sensitivity and pixel density and stuff.

Dashing:
Dashing makes you run faster (escape from enemies, make longer jumps, make running long distances take less time) Definately needed.

Jumping:
Here is something to try, then. Run forward, jump, when you land, jump again, etc. Soon you will find that you are jumping straight up, even though you hold the forward key.

Jumping "gravity":
Well, its up to you, I guess.
http://www.youtube.com/watch?v=CiDDBCEsD5I
With the height Konoko is going, she isn't staying in the air long enough, IMO. How are you calculating her fall speed?

Jumping animation:
Where did you get her in air animation? It just looks goofy and offbalance...


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#10 07/03/09 03:07

Pierre
Member
Registered: 01/24/07

Re: Konoko Payne, june 2009 release

Hitting an enemy from a long distance is pretty hard, because of mouse sensitivity and pixel density and stuff.

That's why it's worth an achievement smile

Dashing:
Dashing makes you run faster (escape from enemies, make longer jumps, make running long distances take less time) Definately needed.

In Oni, yes. In KP, I'm still wondering. But I will probably add it back, yeah.

Jumping:
Here is something to try, then. Run forward, jump, when you land, jump again, etc. Soon you will find that you are jumping straight up, even though you hold the forward key.

I will try.

Jumping "gravity":
Well, its up to you, I guess.
http://www.youtube.com/watch?v=CiDDBCEsD5I
With the height Konoko is going, she isn't staying in the air long enough, IMO. How are you calculating her fall speed?

The usual vanilla physics computation smile If there's an issue, it's probably just the magnitude of the gravity force. I think it's -400 right now, as you said -300 might just do the trick. I'll try investigating that one.

Jumping animation:
Where did you get her in air animation? It just looks goofy and offbalance...

Weird, I thought I used the proper animation. I extracted all the animations from Oni and unless I made a mistake, used the right anims in the right places. I'll double check that one.

I'll be out of town for some days though. Will check this when I'm back.

Thanks for the feedback!

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#11 07/03/09 04:07

Pierre
Member
Registered: 01/24/07

Re: Konoko Payne, june 2009 release

Jumping:
Here is something to try, then. Run forward, jump, when you land, jump again, etc. Soon you will find that you are jumping straight up, even though you hold the forward key.

Ok I see => on the TODO list

Jumping animation:
Where did you get her in air animation? It just looks goofy and offbalance...

I don't get this. I use the proper animations, as far as I know.

Tip:
- open the console
- type "developer"

Now you should a) have the dash back all the time, and b) if you press "I" you will display some information on screen, including the name of current animation. It looks like the jump animations are correct. Maybe what you notice is just the fact that all animations are still mirrored compared to ONI, and I suppose it can look a bit off for expert eyes.

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#12 07/03/09 11:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Konoko Payne, june 2009 release

Jumping animation:
Ok, you were right. That is funny. That is the second time I've done\seen a slightly changed animation and gone "huh?!"

Dev mode:
Worked, other than W is bound to wireframe, making running annoying. neutral


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#13 07/03/09 11:07

Pierre
Member
Registered: 01/24/07

Re: Konoko Payne, june 2009 release

Dev mode:
Worked, other than W is bound to wireframe, making running annoying.

...not on a french keyboard... big_smile

Try removing this line from ICE.INI:
    Accelerator    W        ChangeFillMode

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#14 07/03/09 12:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Konoko Payne, june 2009 release

Oh, one last thing. When I jump up on to some of the helicopter storage things, my framerate completely dies. neutral


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#15 07/03/09 13:07

Pierre
Member
Registered: 01/24/07

Re: Konoko Payne, june 2009 release

Oh, one last thing. When I jump up on to some of the helicopter storage things, my framerate completely dies.

??? Weird, never noticed anything. Can you make a screenshot? Not sure where exactly I should be looking.

Edit: it's great to have beta-testers tongue

Last edited by Pierre (07/03/09 13:07)

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#16 07/05/09 01:07

Leus
Member
From: Boone, NC
Registered: 05/28/09
Website

Re: Konoko Payne, june 2009 release

I have a question...  How do you get out of it?  Lol.  ESC didn't do anything, F1 and F10 didn't do anything (dunno why I tried those) and Alt+Q didn't do anything so I hit Alt+F4.  Maybe a bit dramatic, but I was out of ideas.


If we don't change the direction we're going, we'll likely end up where we're headed.

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#17 07/05/09 07:07

3llense'g
Member
From: Europe, Hungary, Budapest
Registered: 07/05/09

Re: Konoko Payne, june 2009 release

Hi, I'm new, but I wanted to mention something, so I registered.

Does noone find the animation for walking back broken? I tried to back away from enemies several times, and it just doesn't work. Is this a known issue, is my PC broken, or what?

Also, dashing is a necessary tactical option, imho.

And lastly, why can't I configure the arrow keys as movement control? I'm left handed and I got used to it in Oni (ONi? tongue ) I see it reserved for something, is that necessary?


You can call me 3llen. It's shorter and simpler. wink

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#18 07/05/09 18:07

s10k
Member
Registered: 01/14/07
Website

Re: Konoko Payne, june 2009 release

It evolved a lot from last time I played it. Excellent work!

Seems powerups can't be gathered while we roll/dash.
The guardian of last door in prototype seems don't have collisions.
The game is pretty hard. (I hope final version have a increasing difficulty)
I can't find the last datapad in prototype. I have searched in all places but I can't find it. I have jumped  all over the objects, found the secret room but still cannot found the sixty. Can you give me any hint? big_smile
The normal dashing from Oni would be a good implement.
I loved the new field animation.
The aiming of weapons is good.
There are a alarm console that don't do anything, and in the left there are a door that don't have nothing. I am correct?

I tried the compound level but I didn't get much time to explore.

I think you could implement the achievement "no weapons used" in the level.

The World in compound is so big! The first time I saw it I though it as just a background picture, but after I saw it's not. (its a mix, but still very big)  tongue

Image2.jpg

Last edited by s10k (07/05/09 19:07)

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#19 07/05/09 19:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Konoko Payne, june 2009 release

Yeah, I jump flipped onto some roof and over the fence. That road in the background isn't real, unfortunately. : |


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#20 07/06/09 03:07

Stevinlewis
Member
From: Singapore
Registered: 03/25/09

Re: Konoko Payne, june 2009 release

gumby why is ur pick like that? what does it means?

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#21 07/06/09 03:07

Stevinlewis
Member
From: Singapore
Registered: 03/25/09

Re: Konoko Payne, june 2009 release

gumby why is ur pick like that? what does it means?

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#22 07/06/09 08:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Konoko Payne, june 2009 release

Secret.


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#23 07/06/09 08:07

love_Oni
Member
From: Da Nang, Vietnam
Registered: 05/10/08

Re: Konoko Payne, june 2009 release

Hm...Let's see. 7 divided by 7 equal 1. Is it not? big_smile


The Boy Who Knew Too Much tongue

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#24 07/06/09 08:07

Gumby
Member
From: Seattle, WA, USA
Registered: 08/30/07

Re: Konoko Payne, june 2009 release

Yes, but why the heck would I put a fraction in my avatar? Try again. tongue


Iritscen: roll
Iritscen: it's amazing this program even works
Gumby: i know
Iritscen: and that statement applies to my code, not just yours

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#25 07/06/09 09:07

love_Oni
Member
From: Da Nang, Vietnam
Registered: 05/10/08

Re: Konoko Payne, june 2009 release

See...Is 7 in "Seventh Anniversary Edition" and there are 7 things featured in this time's release and you mean all 7 things are done, like "7 of 7 things are done". Is that not?


The Boy Who Knew Too Much tongue

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