Whackanoob Dialogue Suggestions
Some may remember an old minigame I had within the GC Studios called Whackanoob, which was basically a version of Whackamole where you'd hammer newbies, some of which would be saying irritating/frustrating/comical things.
This is now being remade into a proper studio event. If anyone has any suggestions for some funny things for the newbies to say feel free to post here or let me know. I currently have: Quote:
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pls rate gp
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ill hack ur account
my friend is gm i can get u bant how do i join gp noob! |
U MAD?
n# y u no whack? (I think n# is the one that shows nickname and not account name.) Trololo |
lookn 4 gst team!!
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As for whether it's right or wrong, nobody can ever come up with a reasonable explanation as to why they believe it is wrong. The vast majority of the time it's "I hit them on my screen and they didn't get hurt" and sometimes "the people watching the spar saw me hit them too", which is ofcourse not how default hit detection is supposed to work, as it's a matter of your opponent seeing you hit them on their screen. I've even heard ridiculous reasons ranging from "the steps.wav sound in the gani isn't the same as the default walk gani" to "the arena is the wrong size". It would be good if someone can correct me if I'm wrong, but my understanding is that default HD scans the gani/sprite of other players on your client, and if they're slashing, checks an intersect of 32 x 32 pixels offset by their direction from their body's blocking area, with a 32 x 32 pixel box of your own body's blocking area. I have an online debug level displaying polygons over these boxes which matches perfectly with an offline equivalent level (hence default). It is also my understanding that default recoil moves the player at 1 tile distance per frame according to the hit angle, for 5 frames. That blink lasts between 0.55 - 1.95 seconds (again, good if someone can correct me if I'm wrong) according to release of held arrow keys or slashing. Recoil is also sticking players to walls. The only very slight difference I can admit to, is that our movement speed is pixel rounded, whereas default level 3 shield speed being at 0.6 tiles per frame is not pixel perfect. Unless I were to actually see the client's code or somebody were to offer a credible explanation as to why they think it might be wrong, there's nothing more I can do to possibly make it more similar, other than some speculative experimentation with what order things might be occurring with default, or if player slashes are scanned for multiple times within the same frame. |
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When you have 2 Europeans sparring eachother using TCP, there's always going to be a big delay between slashes going from one to the other, as the data is having to travel all the way from Europe to the USA, and then back to the opponent in Europe. A decent UDP transfer among 2 Europeans would change the situation entirely, as data would then not be having to travel so far to and from 2 Europeans. I've seen videos of spars on UN and iPhone, tested default early in Classic's development as well as pre-wipe, opened up Dev Polo plus an arena (using default) on one occasion where most of the servers were down, and even sparred against a crowd of people on that place which is considered a taboo, guessing ahead of time to successfully hit an opponent inwhich there's a delay seems completely normal to me. |
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Classic's current hit detection is weird under certain circumstances where it isn't on UN, iClassic, or other "default" servers in the past. I don't really know what else to say, but something is off about it. |
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That is the only difference I can account for, and if anything Classic's method is more accurate, as the visible coordinate matches the absolute coordinate on your client. On the other hand, there have also been those with experience who have been complimentary of the new system, who've said it feels right. When developing it I would even swap it around with Default and people who were on PKing couldn't tell the difference, though that may well have been the fact it was level 1 shield speed of 0.5 tiles per frame, which is pixel perfect. |
I would have to agree with Crono, I think thats why Classic was never really a huge sparring server. The hit detection is very awkward and weird especially if you're used to the other 'default' servers, it almost makes it frustrating.
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Thor is right, what Crono described used to happen all the time on default. You would spar someone on 28.8k or 56k modem (or they were intentionally lagging) and the only defense for this was to swing where they were going which made it appear as if you were swinging across the screen.
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There's nothing more I can do unless someone can actually explain it, and it's not another case of "I hit people on my screen and they don't get hurt". |
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