Fade Blink Needs Eye Candy in NS2
Haze
O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
<div class="IPBDescription">Lets throw out some ideas. :)</div>The current fade blink is well placed. It's user friendly, and mastering the movement associated with blink takes some time. It has room for novices and experts alike to use and improve on. The one thing it lacks, however, is eye candy. Currently the fade blink simply propels the fade forward with his arms open - not too exciting.
My suggestion would be to create a blur effect behind the fade that lasts one and a half seconds of his previous position. You know when you see the blur and bend in the air when it's really hot outside? That kind of blur behind the fade, just a trail of it behind the fade when he blinks - it could be tinted various colors. Also, the fade himself could be blurred in the same manner and become partially transparent.
What are your suggestions?
My suggestion would be to create a blur effect behind the fade that lasts one and a half seconds of his previous position. You know when you see the blur and bend in the air when it's really hot outside? That kind of blur behind the fade, just a trail of it behind the fade when he blinks - it could be tinted various colors. Also, the fade himself could be blurred in the same manner and become partially transparent.
What are your suggestions?
Comments
yes! please!
blur effect like the NFS:Underground II ? I think this is a good idea, but only in a BLINK in success. Blink to front a wall the blur must be still off.
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A blink in success?
Personally, I think it would also be cool for the blink effect to slowly grow the longer the blinking distance, more opaque the closer to the fade the "blur" is.
<img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> ===>
errr... im sorry i wasnt aware that blinking fades couln't be shot lol. As a player who fades all the time i can describe many occassions where ive been blinking and suddenly heard the "rawr!!!" of agony as my fade died lol.
Neway back to the topic.... i think everyone here is pretty much agreed that a path of blurriness behind the fade would be a good thing <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
We've got some new ideas for the fade blink that I'm pretty excited about. As soon as we start working on that I'm sure you'll see some updates on the blog.
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I'm just happy to hear for sure the fade is making a return. That confirms <img src="style_emoticons/<#EMO_DIR#>/tiny.gif" style="vertical-align:middle" emoid="::onos::" border="0" alt="tiny.gif" /> (from the concept art) and <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" /> (from your post)
As long as the fatty makes a return too I will be a happy NSer.
A orange trail (similiar to HL2 grenades) at the fades eyes would look good and really make you think "blink".
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That would look sweet too. <img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />
Imagine a sort of bizarre two dimensial broken mirror effect briefly appears and the fade vanishes completely then reappears through another one. Sort of like the NS1.04 blink but from the fades perspecitive (eg the player) he is blinking just like we do now. Eh eh?
<img src="http://www.maximumeyewear.com/productfolder/celebrity-sunglasses/movie-sunglasses/matrix-sunglasses/matrix-the-twins-sunglasses/matrix-the-twins-sunglasses.jpg" border="0" alt="IPB Image" />
I've stated this before as an idea for NS1, but I'd like the fade's blink to be able to no-clip through e_polys (note I'm saying the fade shouldn't be able to clip though w_polys). This means he can't blink through architecture of the map but CAN blink right though other players, placed structures. Accompanying special visual effects might look something like this:
<img src="http://www.maximumeyewear.com/productfolder/celebrity-sunglasses/movie-sunglasses/matrix-sunglasses/matrix-the-twins-sunglasses/matrix-the-twins-sunglasses.jpg" border="0" alt="IPB Image" />
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Dooo want. Vote status: YES
Do you implent this idea with current blink or with teleport-ish blink?
<!--quoteo(post=1637865:date=Jul 8 2007, 03:26 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Jul 8 2007, 03:26 AM) [snapback]1637865[/snapback]</div><div class='quotemain'><!--quotec-->
I've stated this before as an idea for NS1, but I'd like the fade's blink to be able to no-clip through e_polys (note I'm saying the fade shouldn't be able to clip though w_polys). This means he can't blink through architecture of the map but CAN blink right though other players, placed structures. Accompanying special visual effects might look something like this:
<img src="http://www.maximumeyewear.com/productfolder/celebrity-sunglasses/movie-sunglasses/matrix-sunglasses/matrix-the-twins-sunglasses/matrix-the-twins-sunglasses.jpg" border="0" alt="IPB Image" />
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This is a REALLY sweet idea.
Many of you already know this but for those that don't: remember, no clip works by turning off clipping planes and turning off gravity effects on that player. Rather than turning off ALL polygon clipping planes I'm talking about specifying the world polygon clipping planes <i>seperate</i> in the engine from the entitiy polygon clipping planes. That way when you blink you can have it do a partial noclip, but ony for entities.
This means no more blocking from players with the fade. (that dimwit onos or skulk in the way of your escape you can clip right through) Command chair or turret factory blocking? Pff. Just go right though it. Somebody trying to squish you with an elevator platform? Blink through it, take his head off, and go back. (remember all of those are entities)
<u>FAQ</u>:
Q: If you clipped inside a structure or player when running out of energy what happens?
A: If that happens, a function similar to the ol' unstuck plugin occurs, popping you out of the entitiy.
Q: Can you clip through clip brushes?
A: No, those should be defined as clipping planes that will stay off regardless of Blink. This makes sure mappers can make the architecture fade friendly and not get stuck in odd places. Or block fades from accessing areas such as the window wall in a siege map.