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 Post subject: Re: Spitfire
PostPosted: Thu Jul 04, 2013 8:41 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
That would be so fucking awesome :D

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 Post subject: Re: Spitfire
PostPosted: Tue Jul 09, 2013 9:23 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
I've finished the top view and am still working on some transition sprites (between top and side).

In the mean time, here you see how a Spitfire takes a U-turn: (I believe that's how you described it Pyro)

http://www.youtube.com/watch?feature=pl ... 3fg#t=132s

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 Post subject: Re: Spitfire
PostPosted: Sun Aug 04, 2013 3:56 pm 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
OK, finally I've worked out the side-to-top view animation :) I will probably do some small tweaks to smooth the animation a little more, but for now, here it is:
Attachment:
spitfire-sidetotop-anim-sprite.png
spitfire-sidetotop-anim-sprite.png [ 63.56 KiB | Viewed 6167 times ]


I've made a small change to the jump-in animation so I've posted that aswell.

Now, work your magic, Pyro :mrgreen:


Attachments:
spitfire-jump-sprite.png
spitfire-jump-sprite.png [ 89.15 KiB | Viewed 6167 times ]

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 Post subject: Re: Spitfire
PostPosted: Tue Aug 06, 2013 4:02 am 
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Joined: Fri Oct 05, 2012 6:53 pm
Posts: 31
I just wanna say, this is an amazingly cool new utility, with really nice graphics to match. As a pilot and long time worms player, this is almost like a dream come true.

I've got some suggestions for improvements. Basically, it should be less like a helicopter and more like the hang glider. The main difference being that it could climb, do loops, and possibly shoot bullets/bombs.


1. The plane should not be able to simply hover in the air. If you're not going forward with enough speed, you should be falling (stalling).

2. Pressing left and right should not let you change direction.

3. Turning/changing direction should be accomplished with loop-de-loops (like a super sheep). The plane would be upside down after changing direction. The plane can be (automatically/manually?) rolled upright again.

4. Ability to roll the plane. I see this is in the works already with those beautiful "side-to-top" sprites -- but it looks like additional sprites need to be drawn showing the underside of the plane -- ie. side-to-bottom -- to complete this feature. This would have no functional purpose, other than being a lot of fun. Twisty exhaust trails while rolling would be a really nice touch.

5. Two different power settings with associated sound effects: Maximum (for climbing and fast speed), and Idle (ie basically 'hang glider' mode, for best control/maneuverability). Maximum power should have a roaring engine sound effect, and Idle should just be a purr. You could add more power settings if it seems necessary and not too confusing.

5b. Control change: tap Up/Down to toggle max/idle power setting (no need to hold down). Left/Right to loop/adjust your nose pitch. (I know this is different from the hang-glider, but I think it's the least confusing overall). Z/X to roll the plane.

5c. Minimum loop/turn radius should be dependent on speed -- if you're going really fast (eg. a steep descent with full power), your turn will be a lot wider than if you are flying near the minimum speed (where if you go any slower, the plane 'stalls' - noses down and falls just like the hang-glider when you try to climb).

5d. Take-off: Increasing power from idle (default) puts the plane in motion, accelerating on its take-off roll. You need to reach a minimum speed before you can achieve lift-off. You need a smooth surface free* of obstacles.

*See suggestion #6.


Other ideas:
6. Propellor could serve as a nice meat-grinder melee weapon? The more blood the better. The propellor could also hit mines like a bat.

7. After turn-timer ends, the plane should have an engine-failure instead of disappearing. Basically it would be like a kazi-glider and nose-down until it crashes.

8. Bullets/bombs. If suggestion 5b is taken, the controls will be the same as a super sheep (and different from hang-glider), so you could even fly sheeps around while flying your spitfire.


Not sure if all that made sense. Let me know if I can explain something better, or if I can help with testing. I have lots of free time. I'm really excited about this! Really great work so far raffie!


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 Post subject: Re: Spitfire
PostPosted: Tue Aug 06, 2013 7:50 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Thanks a lot for your input Electro! How amazing that would be if it handled like a real plane :) Glad you like the Spitfire so far, of course I can only take credit for the sprites. For the handling all I did was basically take the Helicopter script and tweak it as to remove vertical take-off ;)

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 Post subject: Re: Spitfire
PostPosted: Sat Aug 31, 2013 7:49 pm 
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Joined: Sun Apr 08, 2012 1:09 pm
Posts: 425
Location: Ukraine, Kyiv
Oh. Awesome work on sprites. Thats require some time to implement it into spritebuilder to handle such kind of sprites in general.
But i need to do that and i will. It also requires for RodeoSheep weap to work nicely :)

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 Post subject: Re: Spitfire
PostPosted: Sun Sep 01, 2013 9:35 am 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Awesome, should any additional sprites be needed, just let me know.

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