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Teeworlds
discord.gg/teeworlds / development
For discussions around the development of the official Teeworlds
Between 2020-10-29 00:00:00Z and 2020-10-30 00:00:00Z
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oh no this doesn't look right 😦
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not random is still pretty bad.
05:09
(it wasn't random before either, but the pattern was off a bit.)
05:09
oh wait
05:15
try counting how many shots without pausing or replaying
05:29
05:35
05:36
we can ofc do this ^, but i don't like that the angle information that we suppose to convey got turned over 90 degrees at the end.
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thonk i feel like i'm spamming
05:57
i'll organize some better way to see comparisons instead of spamming videos here.
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ah, found the color coding damageind attempt, so we want something better than color coding. (edited)
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is this subtle? (edited)
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1 of the stars is slower than the other after the first laser shot :o @TsFreddie
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thonk slower ones are health damage
09:26
so non heart dmg is faster?
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ye, they disappear earlier (edited)
09:26
just experiments with different animations instead of only color coding the armor damage
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@Dune how do you like this ^ currently.
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@TsFreddie looks good but why is the damage coming from the opposite side of the tee when it's gun and from the near side when it's rifle?
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Server sent it that way currently
15:04
Server sent it that way currently
15:04
We can fix it but older server will still look like this.
15:04
We can fix it but older server will still look like this.
15:05
ok
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why does it get towards player with laser?
15:05
when you hit
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he just said it
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directly above
15:06
dune asked the same
15:06
i didnt saw
15:06
sry then
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@TsFreddie just fix it serverside too
15:06
thats no problem
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it's a server bug yes
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Will do
15:07
Can I replace star2 or star3 in game.png for the armor damage?
15:08
What were they originally designed for?
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people with custom gameskins will cry
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Right. I'll try to color the star then. But I don't know if I can make a yellow sprite look silverish with only codes.
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should be done in the image, i guess
15:10
if its what that is even for
15:10
custom gameskins wont be fucked, they just wouldnt support the silver stars then
15:11
I think we should not always focus on the backwards compatiblity, especially in such a case
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Ye, depends on how they draw the other two stars.
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Why are there 3 types of stars? Are they just randomly picked all three?
15:11
to be a bit different
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Maybe gfx ppl have some idea
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I think so, yes @fokkonaut
15:12
I think what we currently have is better than any half-assed solution where you replace some graphics
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If star2 and star3 aren't used at all it is pretty safe to replace them I'd say.
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@Souly care to try to make a silverish star from scratch?
15:37
A retro multiplayer shooter. Contribute to TsFreddie/teeworlds development by creating an account on GitHub.
15:38
thonk or should i call zatline for this.
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call zatline
15:49
im scared
15:49
i would do something shitty
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when I wrote this PR, it was meant to be the ground for a proper (teeish) shield animation
16:01
it also has an impact on gameplay so we have to be extra careful
16:01
if it was just about changing star colors it'd have been done in 071
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thonk what kind of shield were you talking about
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there's nothing written in stone about this. I tried to write code for some fading, discrete shield animation when damage is armor-only, but it did not look good at all. making animations is harder than I thought :p
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emm, like in fortnite?
16:05
like was it supposed to be an animation for armor-only damage alongwith the stars?
16:06
like was it supposed to be an animation for armor-only damage alongwith the stars?
16:07
thonk how do you like it excluding the armor damage then.
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I don't know fortnite, there's a lot of artistic freedom to be had in here
16:10
Changing the color of the star is not really it though and it bothers me a bit that it's now become a "oh there's this data in the code now so we must use it"
16:11
i can make more attempts.
16:13
but let's talk about the stars only for now. let's say we strip any armor damage indicators for now.
16:13
but let's talk about the stars only. let's say we strip any armor damage indicators for now. (edited)
16:13
how was the "anti-overlapping pattern" as the replacement for the circle effect?
16:14
how does the "fade outwards" animation looks?
16:14
we can close the angle thing first.
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yeah I think it looks great you did a good job with that one
16:20
gotta play with it to make sure
16:21
e.g. what if there are multiple sources of damage at once?
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it just shifts angle a bit from the origin angle from the server. so it is only noticeable with stationary tee and stationary hitangle.
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sounds good
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also "at once" depends on how at once, one tick damages always group together as a single fan shape, that's to make sure shutgun damage looks good.
16:23
if it is not within one tick then it goes to the pattern
👍 1
16:24
the "fading out" animation does make counting the pattern harder, i think i should stick with the original animation. since it was made to distinguish armor damage anyway.
16:26
16:26
16:33
but it looks really nice tho
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the stars are.. gradually moving away? is that on purpose?
17:07
like they stop and run away again :D
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ye. it was on purpuse, if you look closely at the armor damage video, the armor damage stars run away faster.
17:10
i took it out for now, since the animation does not serve the purpose of distinguishing armor damage anymore.
17:10
i can make that in a separate PR if you like it.
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closes #2634 The occupation info/counter is right above the related code, so let's just use that. Tested on a map with only two spawn points. Unless I'm lucky enough to not collide for 50 rounds, it is working.
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@TsFreddie about masking the markings have you thought of just modifying the alpha channel of the marking?
18:35
I really like this one @TsFreddie (edited)
18:40
also I think changing the colors of the stars would be the worst approach to this issue
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So I didn't do anything with armor damage for now. Just the spread pattern and enabled the angle
18:45
@TsFreddie about masking the markings have you thought of just modifying the alpha channel of the marking?
@Learath2 do I generate multiple marking sprites for each body? I don't know GL enough to have a idea on the performance / vram usage.
(edited)
18:47
Like is it possible to change the texture's alpha before rendering and have multiple copies for the same markings with different alpha channels? Wouldn't that need to be a different texture for each alpha shape so you can render multiple tees with the same marking with different mask?
18:47
tee_thinking
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the easiest way to indicate armor damage is a sound effect
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ding
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meh, some people play without sound
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But I do realize cheat clients can guess ppl's exact armor/health values with relatively good accuracy. (edited)
19:09
sonk
19:11
Oh wait it is given. Nvm
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well ppl without sound on are already disadvantage cus gun sounds
19:16
if u dont want all the advantages u get with sound im sure u dont care about knowing if you're breaking aarmor
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@TsFreddie I have no idea either, it's just an idea that popped into my head
19:23
You'd need get one texture handle per tee shape though yeah
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Stencil buffer is way easier I guess
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