StampShiver
Moderator: Moderators
StampShiver
Hi,
most of the Spring Mods have - Giant Mechas. Wouldn`t it be cool, if - like in some Movies with BigCreatures - the Camera starts to shiver a little with them stomping on Earth and coming closer... I don`t ask for a great Camerajump, just a - even not on first view noteable shiver - like in Godzilla or Jurassic Park.
Thx for Reading and Replying
most of the Spring Mods have - Giant Mechas. Wouldn`t it be cool, if - like in some Movies with BigCreatures - the Camera starts to shiver a little with them stomping on Earth and coming closer... I don`t ask for a great Camerajump, just a - even not on first view noteable shiver - like in Godzilla or Jurassic Park.
Thx for Reading and Replying
wow, this is old. A good way to implement screenshake effects (with a setting to disable it completely included) was already thought up! I'll dig up the post if I have to.
[edit]here it is! http://taspring.clan-sy.com/phpbb/viewt ... 270#104270
and excerpts!
sorry if I overdid it, but I just want to make a point...[/edit]
[edit]here it is! http://taspring.clan-sy.com/phpbb/viewt ... 270#104270
and excerpts!
SwiftSpear wrote:Before implimenting screen shake we need better algorithms for determining what weather or not a trigger is within a player's field of relevance. Units make loud annoying noises for the player wherever on the map they are. Things like bertha shells should create small ammounts of screen shake, but only when the player has them on or very near the screen. Nukes and complotions should freak the screen out when a player is watching them to really emphasize the coolness of what is happening, but offscreen it should be different, maby some screen shake if close, but not much to say the least.
FizWizz wrote:similar to how a weapon has a damage, Area of Effect, and Edge Effectiveness, for screenshake they could also have a magnitude, Area of Effect, and Edge Effectiveness, aye?
Acidd_UK wrote:+1 for the last 2 posts
FizWizz wrote:+1, just so that there isn't anyone to complain about it getting implemented, because it is a really cool feature.Erom wrote:Just make sure I can shut it off, and I don't care what you do. But make sure I can shut it off.
and the crowd goes wild!Zoombie wrote:I really loved screen shakes, seing as how an explosion go's off and you expect the screen to shake. Why? Cause...cause.
So I'm with all suggestions, witch are those stated by SwiftSpear and FizWiz.
sorry if I overdid it, but I just want to make a point...[/edit]
Last edited by FizWizz on 07 Sep 2006, 20:06, edited 1 time in total.
I find people totally disregard shaking because they think it'll be the same as OTA where it'll be a big shake that messes with the Ui and is always the same intensite. This also puts new people off as they want to conform and assume that people have good reason to diss shaking..
A small vibration rather than shake could add a lot of effects without UI interruption creating atsmosphere yet a lot of people think this vibration is the sort that is large enough to interfere. When I say this I mean it moves about 1/8th the size of the mouse cursor type of vibration.
A small vibration rather than shake could add a lot of effects without UI interruption creating atsmosphere yet a lot of people think this vibration is the sort that is large enough to interfere. When I say this I mean it moves about 1/8th the size of the mouse cursor type of vibration.
+ 1 for AF
It should indee be just a very subtile Move, to show that the Ground is trembling...
One Problem i can think about is the Axis of the Camera - Should it just shake around the Z-Axis (Up- And Down- in Relation to the Ground?)
And the Cam should after the Vib return to its old Position, to avoid hundreds of Krogs (in SM) moving the Camera really fast by just moving towards the Enemy...
It should indee be just a very subtile Move, to show that the Ground is trembling...
One Problem i can think about is the Axis of the Camera - Should it just shake around the Z-Axis (Up- And Down- in Relation to the Ground?)
And the Cam should after the Vib return to its old Position, to avoid hundreds of Krogs (in SM) moving the Camera really fast by just moving towards the Enemy...