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Author Topic: Integrating Combat-Flying and Gravity.  (Read 2205 times)

Baughn

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Re: Integrating Combat-Flying and Gravity.
« Reply #15 on: May 21, 2008, 12:52:00 pm »

More to the point, anything that flies in an arc would be impossible to see, most of the time.

Yes, if we had a full 3d view I'd be all for this - I even have some ideas of how to represent a solid chunk o' mountain in 3d without using levels. But we don't, so I appreciate seeing the entire goblin-flight without single-stepping.

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Sean Mirrsen

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Re: Integrating Combat-Flying and Gravity.
« Reply #16 on: May 21, 2008, 02:43:00 pm »

A crossbow bolt fired in average line of sight range would always remain on one level - just not enough distance to need an arc to hit. A ballista arrow would probably be similar. A catapult shot, however, would fly upwards quite a bit.

I think that the game can afford basic parabolic calculations without air resistance factored (air doesn't have mass, density or viscosity in DF universe), that are then just drawn into the tilespace.

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Cthulhu

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Re: Integrating Combat-Flying and Gravity.
« Reply #17 on: May 21, 2008, 02:57:00 pm »

Urist:  Honey, come outside, the air is especially viscous today.

Shorast:  Ooh, you're right, I can't even wave my arm!

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Draco18s

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Re: Integrating Combat-Flying and Gravity.
« Reply #18 on: May 21, 2008, 09:42:00 pm »

quote:
Originally posted by Align:
<STRONG>Well, you're probably fortunate enough to not spend a lot of time around weeaboos.
Does the name Kamina mean anything to you?</STRONG>

*Blank stare*

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Antialias

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Re: Integrating Combat-Flying and Gravity.
« Reply #19 on: May 22, 2008, 09:04:00 pm »

quote:

Does the name Kamina mean anything to you?

I fail to see any BELIEVE IN ME WHO BELIEVES IN YOU imagery in that panel...

edit: Oh. The flaming skull... TTGL hardly has a monopoly on those.

[ May 22, 2008: Message edited by: Antialias ]

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Quift

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Re: Integrating Combat-Flying and Gravity.
« Reply #20 on: May 23, 2008, 07:58:00 am »

quote:
Originally posted by Draco18s:
<STRONG>


Objects in motion tend to stay at the same altitude until gravity is noticed"</STRONG>


I absolutly hate you fot this. I have now spent 3 entire days reading that comic.

My eyes......

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Align

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Re: Integrating Combat-Flying and Gravity.
« Reply #21 on: May 23, 2008, 12:18:00 pm »

quote:
Originally posted by Antialias:
<STRONG>

I fail to see any BELIEVE IN ME WHO BELIEVES IN YOU imagery in that panel...

edit: Oh. The flaming skull... TTGL hardly has a monopoly on those.</STRONG>


The glasses, yes. Dunno if they're unique to the anime or not, but it's the most well-known use of them.
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Samyotix

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Re: Integrating Combat-Flying and Gravity.
« Reply #22 on: May 23, 2008, 01:10:00 pm »

I'd been wondering how come goblin corpses wind up on top of trees ...

a) Hammerdwarf hits the gob hard enough to land the corpse in treee, 1 z-level above combat?

b) Hammerdwarf hits the gob, the gob dies, tree grows. *whoosh* a christmas tree! only with a goblin on top instead of the star.


PS Here's a screenshot of my first ever flying goblin. I think my eyes boggles out of my head at that moment, though the shot's far from spectacular. http://i287.photobucket.com/albums/ll147/samyotix/goblinflyer.png


And - thanks, Draco18s, that comic is *great*  :)

[ May 23, 2008: Message edited by: Samyotix ]

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