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Grapple Alpha Demo

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  • replied
    Ohh noes.

    The binaries hosted on mediafire.com are still available, but mediaupload.com is down.

    I am guessing this is where the source was hosted.

    Could anyone please re-upload the source.

    Many Thanks,
    James

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  • replied
    Alright cool,
    I'd thought about doing things like calculating the tangent of a circle from the hooks location and applying the velocity along the tangent but I think theres a better way.
    In that link am I looking for the part that talks about the spring oscillating with a mass attached?
    Any tips for calculating/getting it to work would be greatly appreciated

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  • replied
    I haven't looked at his code, but I believe the player is in PHYS_Flying, and the velocity is manually calculated using the maths in the above link. I know that's how I achieved a similar thing

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  • replied
    Thanks,
    When the player is in swing mode is his physics set to PHYS_Flying? how do you get the player to follow an arc when swinging?

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  • replied
    I'm using this: http://en.wikipedia.org/wiki/Hooke's_law

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  • replied
    Nice work danimal.
    A question: what forces do you apply to the instigator when using the "swining" mode to keep the pawn floating in the air?

    Thanks

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  • replied
    Ooo fancy that a grapple weapon, sweet!

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  • replied
    Heh, glad you like it, feel free to leave any feedback. I'm slowly finding time for UDK stuff again, I'll probably do another grapple update in the next month or so, any thoughts especially on the "feel" of the grapple are especially welcome (too fast, slow, too springy, not springy enough, etc).

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  • replied
    Oh this is awesome

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  • replied
    Originally posted by danimal' View Post
    Elaborate for me, if you shot a surface and it did not pull you in, you'd just sit there. Do you mean you'd prefer it only be used in a situation where you'd be jumping into a chasm and it would just connect and swing with no reel-in?
    It was working fine at all times, and the reeling-in/out worked at all times I tried it. I would prefer to trigger the reel in instead of it happening by default, so jumping down a chasm and hooking onto a ledge would swing me with the length of the rope that extended before it attached itself.

    Originally posted by danimal' View Post
    This might be a bug. To be clear, you can always adjust the rope longer/shorter by using the mousewheel. Always. Are you encountering a time where that is broken and it won't go shorter (and should be able to)?
    As I mentioned above, the reeling-in/out feature seemed to be working at all times without any hitches. However, I personally would've liked it to be more like rope physics, meaning that if I attach it on the ground infront of me, reeled-out a bit, I would still be able to walk towards it.

    When I attach it below my feet now and reel-out, it pushes me up into the air.

    I could reel-in, but it doesn't feel intuitive for me when I want to keep the length again when I jump off.

    Originally posted by danimal' View Post
    Yah, I'll eventually put in a check to make sure the player isn't in feign death, I forget that people can and will find every thing you rarely use but haven't accounted for
    I've worked as a Quality Assurance for almost four years, so my first instinct is to try stuff out


    Originally posted by danimal' View Post
    There is, but what specifically do you mean, I assume you mean you're encountering a situation where the rope is too short and is acting bizarrely? Elaborate for me if you don't mind
    I was able to reel-in soo close to the wall that the camera started twitching around, and then I had to reel-out quite a bit before it would extend the rope.

    Originally posted by danimal' View Post
    Cool man, thanks for the feedback. I've been playing with it for a year so it's hard for me to know how it feels to someone new to it. Really appreciate the feedback!
    No worries, I'm just glad if I could be of any assistance. Only thing I could suggest is to release versions occasionally to let people try it out and provide feedback for it

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  • replied
    Why not do both?

    The portal style gameplay could work as a single player campaign, as it would be harder to make it balanced and working with a variable number of people.

    It can be done though, with stuff like having to do things collaboratively as attaching to each others, or having to trigger things at the same time.

    Other than that I'd really like to see a gameplay mode with a obstacle course for speedrun/time trial.

    Multiplayer mode sounds like fun, but will probably be quite a hassle to implement and get it working properly

    How much time have you spent on this project so far?

    Leave a comment:


  • replied
    Originally posted by TheDopefish View Post
    Here's my subjective feedback:
    - I'd prefer to have the swing mode as a default.
    Elaborate for me, if you shot a surface and it did not pull you in, you'd just sit there. Do you mean you'd prefer it only be used in a situation where you'd be jumping into a chasm and it would just connect and swing with no reel-in?

    - Pressing jump would let go of the hook and perform a jump.
    Not a bad idea, I do that currently actually (I give the player an upward velocity upon release), but I know what you mean.

    - Right now, when I've set the "rope" to a specific length, it doesn't become any shorter, and instead pushes you away. For example, attach the rope right beneath your feet and then scroll to make it longer.
    This might be a bug. To be clear, you can always adjust the rope longer/shorter by using the mousewheel. Always. Are you encountering a time where that is broken and it won't go shorter (and should be able to)?

    - There's plenty of bugs related to using this with feign death.
    Yah, I'll eventually put in a check to make sure the player isn't in feign death, I forget that people can and will find every thing you rarely use but haven't accounted for

    - There's no limit for how short you can make the rope.
    There is, but what specifically do you mean, I assume you mean you're encountering a situation where the rope is too short and is acting bizarrely? Elaborate for me if you don't mind

    Great work so far, and I really like the feel of swinging, with the exception of the "rope" length not being able to become shorter.
    Cool man, thanks for the feedback. I've been playing with it for a year so it's hard for me to know how it feels to someone new to it. Really appreciate the feedback!

    Leave a comment:


  • replied
    Thank you! I had originally planned on making a small, online gametype featuring it plus some fun custom weapons I've designed. Since swinging and flying around with multiple people is just fun (so is trying to pick them up with it and smashing them into the ground)! Alternatively, I had thought about making more of a Portal style game with it, with a series of obstacles/tasks that had to be overcome through the unique movement it provides. Still sort of throwing around ideas since I'm on hiatus here, would love to hear what you or anyone else thinks it should be used for

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  • replied
    Here's my subjective feedback:
    - I'd prefer to have the swing mode as a default.
    - Pressing jump would let go of the hook and perform a jump.
    - Right now, when I've set the "rope" to a specific length, it doesn't become any shorter, and instead pushes you away. For example, attach the rope right beneath your feet and then scroll to make it longer.
    - There's plenty of bugs related to using this with feign death.
    - There's no limit for how short you can make the rope.


    Great work so far, and I really like the feel of swinging, with the exception of the "rope" length not being able to become shorter.

    Leave a comment:


  • replied
    danimal its really fun, where are you planning on taking it ?

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