shivering effect

shivering effect

Requests for features in the spring code.

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DZHIBRISH
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Joined: 16 Mar 2007, 22:28

shivering effect

Post by DZHIBRISH »

I'd like to see a shivering effect when something blows up like it was in OTA.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Posting the same topic everywhere is bad, bad, bad!
DZHIBRISH wrote:I am not sure if any of you ever brought it up but i'd like to see
a shivering effect when stuff blow up like in OTA,if its doable of course.
zwzsg wrote:How comes this hasn't been MTR'ed already?

What I mean DZHIBRISH is that there have been countless threads on the subject, all ending in fierce debate between the "it looks pretty" proponents and the "it renders Spring unplayble" protesters.

For instance I'm going to say, in an undertone loaded way: There's a reason all TA online players type +noshake at the start of every game....
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KDR_11k
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Post by KDR_11k »

I think a nice way to do it would be to overlay the backbuffer at ~30% opacity with a random offset and scaling that depends on the shake (kinda like how they do motion blur on consoles).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I agree a mixtur of what KDR said and minor shaking would give a much better result, both aesthetically and for the user. The backbuffer overlaying would take the sharpness out of the classic shaking style making it much smoother and make it look much more violent than it actually is. *trails off into rant*

However the doomsayers who think any kind of shaking in spring would be OTA style *omg I cant select my units* is just silly. Modders are intelligent to know that shakes are aesthetic and should never be that great unless it accompanies an explosion that blinds your screen in giant white flashes, rather small shakes when you're zoomed up close to a unit.
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MadRat
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Joined: 24 Oct 2006, 13:45

Post by MadRat »

Isn't this what the push effect is all about already?
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zwzsg
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Post by zwzsg »

I still would look to be tried the idea of making the mouse cursor follow the screenshake, and see if then, does it gives us the pretty of the screenshake without the negative effect of being unable to select units and give orders.

In TA, screen shake, while cursor stay in place. So what's under the cursor change randomly. And so you cant select or give order without risking giving a bogus order.
trepan
Former Engine Dev
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Joined: 17 Nov 2005, 00:52

Post by trepan »

You can probably write a LuaRules script to create this effect. LuaRules gets
the UnitDestroyed() and UnitDamaged() call-ins for all units, and can use the
GetCameraState() and SetCameraState() call-outs. It would be best to have
the real version coded into the engine (and be optional), but the capability is
there in lua to play with.
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smoth
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Post by smoth »

IF I CAN HELP IT, there will be no screen shake in gundam
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Snipawolf
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Post by Snipawolf »

You should put it in when a comm comes crashing to teh ground, thats all though :P
DZHIBRISH
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Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

well i think there should be such an option wich u can turn on and off if its possible to make shakes wich wont disturb gameplay like zwzsg suggested.


dont be so egoscentric smoth.maybe there are other people wanting to play gundam and have a shaking effect?cant u be nice?
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Dragon45
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Post by Dragon45 »

Shakes would be very cool as long as the minimap remained in place. Thgat way you ocvuld still relay orders via minimap.
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smoth
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Post by smoth »

DZHIBRISH wrote:dont be so egoscentric smoth.maybe there are other people wanting to play gundam and have a shaking effect?cant u be nice?
It is no really something that I want to see. IT also IS my mod.
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rattle
Damned Developer
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Post by rattle »

I'd like it. You know it's optional smoth... there was screen shivering in Dune II as well for the big booms.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

You guys seem to think that shivering would be the violent shake of OTA.

Believe it or not, screenshakes cause one to be more immersed in the game, that said, slight shivers (I'm talking less than a 5 pixel jiggle here) on occasiaon can really make a game come alive. The stipulation would be that it needs to at no time affect/effect your ability to play the game.
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Ling_Lover
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Joined: 26 Sep 2006, 11:50

Post by Ling_Lover »

couldn't you just have a user-set modifier amount that is modifying a mod-set screen shake amount?

with fall-off over distance of course :)
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Re: shivering effect

Post by bwansy »

EDIT:
Warning!!
This post contains sarcastic material.
Sarcasmn may induce severe depression or
general psychological grievances, if not handled properly.

For further information ask your psychologist of trust.

DO NOT EAT!

DZHIBRISH wrote:I'd like to see a shivering effect when something blows up like it was in OTA.
Shiver?
I don't see how the units would feel fear or cold when they see their friends being blown up.
Last edited by bwansy on 29 Mar 2007, 17:28, edited 2 times in total.
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smoth
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Post by smoth »

he means screen shake... and I am still with the -1 on this... this is not a fps so I do not want my screen shaking.
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KDR_11k
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Post by KDR_11k »

Even in an FPS I don't want my screen shaking. Shake would work for cutscenes or other parts that don't need interaction but in any real game you have no time to watch the pretty nuke.
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rattle
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Post by rattle »

Then what do you play the game for...
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KDR_11k
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Post by KDR_11k »

For the challenge!
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