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File: 02d242716901504⋯.png (189.88 KB, 300x420, 5:7, 1468455219054.png)

275fb2  No.15387007

Know how Mario is built all around jumping and has all these levels built to challenge that? Know how the Napishtim-era Ys games basically consist of nothing more but jumping and attacking but still manage to make a fuckton of fun bosses out of it? Know how basically all 2D games rely on fucking jumping? Then how come that since the advent of full 3D movement in Quake we have next to no first-person shooters where you actually need to jump over attacks or projectiles to dodge them, instead everything being a massive circlestrafingfest? No seriously, try thinking of one.

32ee98  No.15387063

First person perspective is notoriously bad at letting the player know where the fuck they're jumping. Plus, if you want to let players dodge shots up, either you let the player jump ludicrously high, or their hitbox is half the size of their body. Those are literally the two only possible ways. From that, we can deduce any FPS that lets players jump really high systematically allows for jumping over shots.


c7a428  No.15387066

Serious Sam lets you jump over quite a few attacks.


1c1244  No.15387116

Both Dooms with modifications, Dood 3 and NuDoom, Duke Nukem, Shadow Warrior, Blood, Titanfall 2, Serious Sam, Painkiller, Quake, Tribes, Unreal and Unreal Tournament, F.E.A.R, Alien vs Predator, Turok, Metroid Prime, Prey,

>>15387063

That only applies if you have a shit tier FOV


578cfb  No.15387121

>>15387007

Do 6dof games count?


32ee98  No.15387122

>>15387116

Field of view is horizontal, not vertical. You don't sound like as much of an expert you wish you were.


846ffa  No.15387154

>>15387122

I don't think FOV implies any specific orientation


3169bf  No.15387194

File: e0feeb9917f43ea⋯.jpg (164.09 KB, 638x776, 319:388, powerslave-box1.jpg)

>>15387007

OK, this one. I'm playing it right fucking now. You jump over mummies' projectiles.


b5cc4f  No.15387276

>>15387063

>having such terrible sense of orientation you can't platform in a FPS

You literally had to know how to do that in the old days between Quake, Jedi Knight, Natural Selection, and so on.


e15dfc  No.15387520

>>15387194

Beat me to it. This game is designed well. Make sure you play the Saturn version. It's the best one.

Both the PSX and PC versions are completely different games with different maps.


e15dfc  No.15387537

Invidious embed. Click thumbnail to play.

>>15387007

Jumping Flash


73ad42  No.15387559

YouTube embed. Click thumbnail to play.

Dishonored. Sadly everyone decided to whine about it instead of learning how to actually play the game so most people don't know this.


acff35  No.15387569

>>15387122

Then go into any game with a FOV slider and compare the minimum FOV to the max, with the max you can see more above and below you. Maybe games use the technical term wrong but regardless its your fault for playing with a low FOV.


aeac27  No.15387720

>>15387559

It's a shame. Dishonored could have been a really incredible game until zenimax stepped in to fuck them over. Now it's only mediocre to okay. It's still fun, but could have been so much more.


05a184  No.15387774

>>15387194

OH, I like that game! It's an FPS/Metroidvania hybrid like System Shock 1 and Metroid Prime. I have no clue why those aren't popular enough to be called Systemslaves or Powershocks or whatever.


c7a428  No.15387973

>>15387774

Probably because you can count the number of notable ones released since 2007 on a single disfigured hand.


82be95  No.15388077

>>15387063

>First person perspective is notoriously bad at letting the player know where the fuck they're jumping

Are you on fucking meth?


16f04f  No.15388456

File: e30d2617761b183⋯.mp4 (9.29 MB, 640x360, 16:9, Drunken robot pornography ….mp4)


1bddf0  No.15388530

>>15387063

>First person perspective is notoriously bad at letting the player know where the fuck they're jumping.

Yeah that's why there is an infinite amount of Quake/HL/CS platforming maps right, or even entire mods? Pure total BULLSHIT, the reason we don't get platforming in FPS is 100% because of consoles and casualization. Old fps engines are notoriously good at letting you do crazy parkour.


b8d316  No.15388557

>>15388530

Since you don't know anything about these things and are clearly defending it from a mustard race perspective, platforming does not work well in first person unless there's a generous amount of grace given with positioning, which is basically the core tenant of platforming and none of those games, even the mods like defrag, are good examples of platforming.


b8d316  No.15388563

>>15387520

the psx one is the same as the saturn game just has vastly simplified levels. the saturn version is clearly definitive.


118b7d  No.15388666

>>15388557

Why is defrag not a good example of platforming? It seems a fairly good example to my mind.


754a72  No.15388694

>>15387063

Go to bed Yahtzee.


754a72  No.15388709

Also what the fuck are you talking about OP? Loads of shooters involve vertical mobility, you brought up Quake for crying out loud. Are you seriously saying that because you can use strafing to dodge attacks that jumping is off the table?


205d9e  No.15388749

Cod black ops 1 lets you jump over a slam aoe attack in the zombies mode the monkeys do it.


1bddf0  No.15388751

>>15388557

>Since you don't know anything about these things and are clearly defending it from a mustard race perspective

That was not the point of my post at all. It's not my fault that M+KB is superior for FPS games.

>there's a generous amount of grace given with positioning

There is a generous amount of grace with positioning in all platforming games, you are not a fucking point in space, you have a hitbox. Also in most 2D platformers you have hugely more air control than the games I mentioned. I played those FPS games for decades and never had an issue platforming in those. Even in mods like SvenCoop you have countless amount of maps that require very precise jumps and they are not that hard to do thanks to the aiming flexibility, the strafing and the moderate amount of air control you have. You don't have that in most 3D console platformers since either your point of view is shifting constantly or you don't have a way to precisely handle the camera in real time like you do with a mouse.

That being said it can definitely be easier to platform in a third person game ESPECIALLY IF it's also played on M+KB, that's not what is being discussed here.

TL;DR: Mouse camera movement plus strafing trivializes 3D platforming.


d1e7f2  No.15388871

>>15387063

Good post, and predictably the Quake fanboys come out attacking it almost immediately. If you wanna do platforming, choose a better perspective.


606563  No.15389510

>>15388871

why choose a better perspective? it just sounds like it could be part of the fun.


2238c0  No.15389522

>>15387007

Basically 90% of the fights in nuDoom.


2238c0  No.15389528

>>15388871

But platforming games are shitty for aiming. What if you want to jump around while shooting? Depends on which one you want to require more precise calculations.


e9fa9b  No.15389557

>>15387537

This. How sad that a fantastic game, originally meant to be the PlayStation's mascot, would be entirely forgotten, not even referenced in PlayStation All-Stars. I wish more 3D platformers followed its lead, but instead everything had to copy Mario 64. There is room for Jumping Flash style platformers, I think.

>>15387063

>First person perspective is notoriously bad at letting the player know where the fuck they're jumping.

Can you not jump in real life? Or do you not operate in first person in real life?

>>15388530

>muh consoles

Nothing to do with anything. If anything, the precision allowed by analog movement, which you don't typically get when movement is with WASD, would make things easier. Not that I think that's a significant issue at all. It's casualization, sure, but as mentioned, games like Jumping Flash had first person platforming on consoles and that was 1995.

>>15388751

Honestly tries to say 3D platformers are better with kb+m

Yeah, I love playing Mario 64 on my keyboard and mouse.

>>15389528

Ratchet & Clank hits a good balance of platforming and aiming. Jumping a lot is heavily incorporated into the firefights. You can also play in first person from the second game onward, though it's not my preferred perspective.


7cd456  No.15389584

TF2 in a sense. You can't usually jump over a well-aimed rocket or pill, but you can jump to reduce the damage you take and potentially use the force of the explosion to your advantage, "surfing" to where you want to go.


c5dd96  No.15389692

I am sick of people who dont play quake acting like they know how to play it and/or how it plays


d1e7f2  No.15389824

File: b184a1f6eedb5ea⋯.jpg (70.69 KB, 348x261, 4:3, jet force gemini transpare….jpg)

>>15389528

I don't think that's necessarily true at all. In fact some of the earliest third-person shooters figured out good solutions.


275fb2  No.15390345

>>15387121

You can't really jump in a 6dof game.

>>15387066

Really? I honestly can't remember it.

>>15387122

It's not specific, the Shadow Warrior reboot only allows you to change the vertical FoV for example.

>>15387116

I think I should have been more specific to ask for attacks which can only be jumped over. In a lot of mentioned cases you can still strafe around or need to get lucky to get a low enough-angled shot for you to safely jump over, like the Death Knight bursts in Quake.

nuDoom is the only game that does this which comes to mind, especially during the Cyberdemon boss fight, because it throws very wide projectiles which cannot be strafed around at you, and the angle they're launched at is so low that the obvious only solution to dodge them is to jump over them, which are then followed up by high wide projectiles which punish you if you double jump and end up too long in the air. There's games where you can jump over projectiles, but the firing angle of projectiles has never seemed to be touched on aside from nuDoom, aside from arcing projectiles which aren't quite the same.

How cool it would be if dodging projectiles came down to reading the firing angles, so you'd have to slide under high projectiles and jump over low ones.


754a72  No.15390719

>>15388871

>anon makes retarded post

>other anon's call him retarded

>"oh how predictable!"


2238c0  No.15390783

>>15389824

>autoaiming

>can't move freely while doing aimed shots

Well, it wasn't very good.

Jedi Knight series did it much better.


42afdb  No.15390821

>>15388749

You can also dive over the top of projectiles fired from RPGs/missile launchers in Blops 1&2.


b8621e  No.15390878

>>15390783

Have you even played JFG?

Holding down the R button turns the controls into Goldeneye's 1.2 Solitaire mode (complete with movement on the C buttons) for better aiming, otherwise you get standard 3D platformer controls on the analogue stick with a bit of auto-aim for run 'n gun.

It's a great game that was limited by the hardware. A proper 60fps version with that generation's rough edges sanded down would be pretty fucking great.


32dcaa  No.15390939

>>15387007

jumping up and backwards onto rocks in gam,es made on the Toddbryo engine seems to work.

there was bunny hopping for speed in some games

and I have good results with the prone sprint jump prone in Freeman right now. have to grind back up to level 10 in a hour so I'll be jump as I try to get some rocks like a madman.

but beyond that you really got me. I did it in crisis some and tried to do it a little out of instinct in bioshockinfinite. jumoping and rocket jumoping for position is missing today.

I did do it once in Radical Hieghts and a bunch in the warm up zone.


9e41cc  No.15391087

I guess Tower of Guns could fit what OP is looking for.


d1e7f2  No.15391581

>>15390783

>autoaiming

wut


f092c2  No.15392698

>>15387122

FOV is like a fisheye lens, it affects 360 degrees. At least that's how it works for me.


5bc2a7  No.15392725

>>15387063

>play Halo long ago

>piss poor FoV

>reticle is towards the bottom of the screen, making me feel like I'm looking up into the sky to aim.

And it was from that day forward I hated Halo.


254b24  No.15392775

File: 66faa6f59537ec0⋯.webm (11.98 MB, 640x360, 16:9, strafejump-lesson-for-xon….webm)

>>15387007

Jumping into the air generally makes you an easier to hit target since your in-air trajectory is more predictable and less controlled than you zigzagging on the ground. While you may have dodged something by going into the air, you're overall more prone to subsequent shots.

>circlestrafe

The term is circle jump and strafe jump. These are two different things. Circle jump is when you weren't moving to begin with and need a space efficient initial boost. Strafe jump is when you're already moving and want to accelerate.


254b24  No.15392788

File: 229eedbd72eafc0⋯.webm (13.87 MB, 1280x720, 16:9, Xonotic - Trolling Mirio'….webm)

>>15392775

And if you were referring to running in circles around an opponent so you outrun their turning, this requires being in close proximity and their mouse sensitivity being low enough. It doesn't really work beyond beginner tier play.


d1e7f2  No.15406648

Bump


e693c1  No.15406672

>>15387007

GitS on PS1, if you switch to first person view.




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