Being killed by bullets not yet at the rim?
Why are there bullets near the rim? You should be shooting them all back up and off the playfield.

Been round this road so many times
Feel like it's skin is part of mine
This taste of milk is almost gone
Still got my shame, but not for long
Been wrong so many times before
But never quite like this
Heard all, in the rain
But the rain all turned to piss
Feel like it's skin is part of mine
This taste of milk is almost gone
Still got my shame, but not for long
Been wrong so many times before
But never quite like this
Heard all, in the rain
But the rain all turned to piss
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Tuur
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Finally found some time to play again yesterday...
I can't say I've noticed a problem with this. When I die I always know it's a fair kill, and I usually see it coming a nanosecond in advance too.
More Giraffing tonight.
I can't say I've noticed a problem with this. When I die I always know it's a fair kill, and I usually see it coming a nanosecond in advance too.
More Giraffing tonight.
'People will forget that a great game was late, but they'll never forget that a game is bad.' - Shigeru Miyamoto
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matt
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This is continuing to annoy me, so I've made a video.
This is me playing with joypad in my left hand and digital camera in my right. I didn't have to set up any special circumstances, this was just a level with bullets on it...
It's an unmodified AVI straight off my digital camera, taken at 30fps. You'll need Quicktime or something to play it as it's Motion JPEG with mu-Law sound.
http://www.divshare.com/download/1884563-40c (3.8MB)
Here are a set of still images showing the impact-2, impact-1 and impact-0 frames (camera video frame, not game frame).
Thoughts appreciated.
matt

This is me playing with joypad in my left hand and digital camera in my right. I didn't have to set up any special circumstances, this was just a level with bullets on it...
It's an unmodified AVI straight off my digital camera, taken at 30fps. You'll need Quicktime or something to play it as it's Motion JPEG with mu-Law sound.
http://www.divshare.com/download/1884563-40c (3.8MB)
Here are a set of still images showing the impact-2, impact-1 and impact-0 frames (camera video frame, not game frame).
Thoughts appreciated.
matt

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matt
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But the bullet is nowhere near the edge? How can it kill me?
I mean, I can even see the epicentre of the explosion is based on the bullet position, rather than the rim/edge/player location...
Or am I missing something?
I mean, I can even see the epicentre of the explosion is based on the bullet position, rather than the rim/edge/player location...
Or am I missing something?
Last edited by matt on Fri Sep 07, 2007 3:03 pm 0, edited 1 time in total.
Yeah, this is how i've died several times so i've learnt not to risk it now. Even in that video there's a clear bullet sized gap between the bullet and the rim when the giraffe explodes. How can he have run into it, it should have been shot down the web shouldn't it? It even looks like he's got room to get past it before it gets to the rim.
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matt
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I'm not sure the Giraffe does explode at that point.
It looks to me as if the bullet explodes first?! Watch the green tinted explosion with epicentre at bullet location (this explosion lasts for 5 frames of my video). You can see the giraffes tail(?) still in place behind it but because of this event the Giraffe is static/not moving.
Then an instant later a second, subsequent, blue tinted explosion happens. I believe this is the true, unavoidable point of death.
So, I am now wondering why the bullet explodes prematurely in the first place?
matt
ps: I am using MPEGStreamclip to step through the video frame by frame using the cursor keys, as I find it easier to do so than in Quicktime.
It looks to me as if the bullet explodes first?! Watch the green tinted explosion with epicentre at bullet location (this explosion lasts for 5 frames of my video). You can see the giraffes tail(?) still in place behind it but because of this event the Giraffe is static/not moving.
Then an instant later a second, subsequent, blue tinted explosion happens. I believe this is the true, unavoidable point of death.
So, I am now wondering why the bullet explodes prematurely in the first place?
matt
ps: I am using MPEGStreamclip to step through the video frame by frame using the cursor keys, as I find it easier to do so than in Quicktime.
Last edited by matt on Fri Sep 07, 2007 3:12 pm 0, edited 1 time in total.
eh? in the second pic the bullet's almost touching the giraffe head, and anyway you're not even seeing all the frames if it's captured from a camera.
There are no magical "acting at a distance" bullets. each bullet subtends a zone of influence within which it acts, and it looks like that zone was intersected with the player.
There are no magical "acting at a distance" bullets. each bullet subtends a zone of influence within which it acts, and it looks like that zone was intersected with the player.
Justified and Ancient.
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matt
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So the Giraffe's head extends some way down the lane and can be hit by bullets? If that's the case then that's my problem, even though it does seem a bit unexpected/unfair.Yak wrote:eh? in the second pic the bullet's almost touching the giraffe head, and anyway you're not even seeing all the frames if it's captured from a camera.
There are no magical "acting at a distance" bullets. each bullet subtends a zone of influence within which it acts, and it looks like that zone was intersected with the player.
For me, much as you may not want to hear it, this one mechanic is a bit of a game breaker. Not sure I'll find time to play it to improve knowing that I've got to reprogram my fundamental expectations of where exactly my player is. The head being down the lane makes me have to asses the player in 2D rather than on a simpler 1D plane.
matt
Last edited by matt on Fri Sep 07, 2007 3:20 pm 0, edited 3 times in total.
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Quicktime allows you to step by step with the cursor keys.matt wrote:I am using MPEGStreamclip to step through the video frame by frame using the cursor keys, as I find it easier to do so than in Quicktime.
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