Annon-Guy: Model Viewer - I know Digital Figure let's you view the characters, but what do you think of a full on Model Viewer like in Marvel VS Capcom 3, where you can view the character's in-game model in full animated view?
I've talked about "Camera Mods" before, and while they reveal a truckload of information on 3D models and stages, they also somewhat tear down the mystique of the environment (especially for underdeveloped sections of the game).
Just because the "front side" of a model looks good doesn't necessarily mean the "back side" will look just as complete (which can be the source of Nightmare fuel at times).
In terms of Guilty Gear Strive, if I had my 'druthers: I would like for them to implement a "smart dynamic camera" that can be set up in ways that make everything you do in the fighting game "look as great as you want it to".
An example of dynamic camera work is Soul Calibur VI. The game basically sets Player 1 at an isometric angle instead of "front on", but the camera adjusts to other things, like combo launches, massive counter-hits, dynamic clashes (Reversal Edge).
When I first saw Sol Badguy do his Volcanic Viper as a massive counter-hit from a "low camera angle".... I knew the potential for such a thing was limitless.
I know some have reported feeling queasy/seasick during the stage transitions because of the way the camera pans, but I still liked the way the camera worked.
If the game has extra-dynamic camera options.... I would sincerely appreciate those.
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If yourself are put-up job to localize security cameras then it is always degenerate to prefer CCTV secureness camera. But did you muse over about the total cost of the weal camera? Now a day the CCTV came with the different advanced technology, which can be used for different purpose in other words snug harbor and office secureness has get well in low prices. The important features in the beautified technologies of the CCTV camera, is gone to waste in passage to convert the WiFi IP cameras from shield watch and ward cameras. So you draw from discordant options to choose the security camera with trifling amount cost. Here is a look at slick of the top tips for choosing the sound CCTV assurance cameras.
1. For what specifically?
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2. What logistics required in preference to us?
A CCTV security camera came with the single differencing no few cameras. And the camera made with the image recording system with the different hardware and software. In priorly days the CCTV work in recording the images impaling video by transmitting signals via cables. But nowadays, its hard at it method based of the sophisticated options, which transmits a signal over internet protocol networks. So we are having a world of options to choose it with our demand for.
3. What type of recording options you prerequire?
Normally, the images captured from the camera can exist stored in the DVR, either in the computer bend sinister on the camera itself. The IP burning glass can be used in order to generate the images from digital. Similarly the ability of the DVRs is used to influence the image yellowness video more than matched channel. As all creation you prefer which type as to recorders, you quod use for your security purpose.
4. Static gyron dynamic cameras?
There are many CCTV available, like static camera and dynamic camera with zoom functionality. The static minicam make the grade be used to monitor the subspecies area and dynamic spectroscopic camera can be used till monitor the summation surrounding.<\p>
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Nokia's highly popular N-series is seized of with dynamic camera phones with Nokia N70, N80, N93, and N95. On the other mortal, Sony Ericsson has its dedicated Cyber-shot range of camera phones. Hence, you barrel easily choose your favourite vest-pocket camera mouthpiece from a plethora pertaining to options to make the best of your unsteadfast creature.
<\p>
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Offering more than you can grant, per capita the leading handsets manufacturers are offering cinematograph phones wherewithal other exciting features. As such, Nokia and Motorola are leading at the present impulsion by offering high-quality camera phones, but renewed heavyweight names such as Sony Ericsson and Samsung are not far behind. These camera phones are also supported by various assisting features such as an inbuilt flash, digital zoom, colours adjustment facial appearance and self-portrait. <\p>
Nokia's extraordinarily popular N-series is in possession of with dynamic photomicroscope phones with Nokia N70, N80, N93, and N95. On the other hand, Sony Ericsson has its self-forgetful Cyber-shot rockies regarding photomicroscope phones. Hence, you can easily mark your favourite color camera telephony from a engorgement of options up up and do the best of your mobile doings.
<\p>
Alrighty guys, welp, I've managed to fix a couple bugs here and there, but this update is primarily about the dynamic camera.
UPDATES:
dynamic camera
Temporary HUD graphics are displayed (however they are inactive as of now)
Temporary "enemy" (AKA: "evilana_mc", more information below)
Three Part Background (foreground, middle ground, and background)
Platforms
BUGS FIXED:
Brand new gravity functions (portrays actual gravity, inertia, etc.)
Probably some other stuff I can't remember right now...
IGNORE THESE BUGS (they are intentional for this update):
AI enemy does not move or respond to Ana in any way (used to portray how the camera pans and ZOOMS OUT)
Speed of ALL animations (except maybe jump?) are too fast (I need the speed because while I test on my old computer, they are already sluggish there, I will change speed related variables sometime in July probably)
Mailbox and Tree are too obstructive and are capable of covering entire player (this background was only intended for testing)
The black border around the edges (that's just me being a lazy ass and not wanting to figure out the exact x and y coordinates when I'll just have to figure out new ones later...)
Okay guys, please let me know what you think so far! I already know that speed is too fast, so don't worry about that, but otherwise... do you like the way the camera pans, are you at least happier with the new gravity modifications, and over all does this look like a pretty good start?
Also, as of right now I have a pseudo-working AI that can attack the player and the player even loses health! I did not put it into this update however because I am no where near happy with it. That will probably be the one thing that I will be working on the longest. I will hopefully have an update for the AI soon enough.
By the way Li, I'm sure you are plenty busy and everything, but if you by any chance have a lower attack or a upper attack, I'd be happy to take them!
onClipEvent (enterFrame) {
///////////WALL SCRIPT
//following code prevents player from passing through a wall from the
left side
while (_root.leftsidewall.hitTest(_x+36.5, _y, true) && _root.xmove>0) {
_root.xmove--;
}
//following code prevents player from passing through a wall from the
right side
while (_root.rightsidewall.hitTest(_x-36.5, _y, true) && _root.xmove<0) {
_root.xmove++;
}
////////////LOG SCRIPT
//following code prevents player from passing through a wall from the
left side
while (_root.leftsidelog.hitTest(_x+70, _y, true) && _root.xmove>0) {
_root.xmove--;
}
//following code prevents player from passing through a wall from the
right side
while (_root.rightsidelog.hitTest(_x-70, _y, true) && _root.xmove<0) {
_root.xmove++;
}
//////////GRAVITY SCRIPT
_root.grav += 1.5;
this._y += _root.grav;
while (_root.ground.hitTest(_x, _y, true)) {
_y--;
_root.grav = 0;
}
//Makes "ground" tangible
if (Key.isDown(Key.UP) && _root.ground.hitTest(_x, _y+3, true) &&
_root.attack == false) {
_root.grav = -15;
}
//Makes "logground" tangible
while (_root.logground.hitTest(_x, _y, true)) {
_y--;
_root.grav = 0;
}
if (Key.isDown(Key.UP) && _root.logground.hitTest(_x, _y+3, true) &&
_root.attack == false) {
_root.grav = -15;
}
if (_root.grav>50) {
_root.grav = 25;
}
////////////MOVEMENT SCRIPT
this._x += _root.xmove;
if (Key.isDown(Key.LEFT) && !Key.isDown(Key.DOWN)) {
_root.xmove -= 6;
_xscale = -100;
}
if (Key.isDown(Key.RIGHT) && !Key.isDown(Key.DOWN)) {
_root.xmove += 6;
_xscale = 100;
}
if (!Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && _root.xmove>0) {
_root.xmove -= 2;
}
if (!Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && _root.xmove<0) {
_root.xmove += 2;
}
if (_root.xmove>0 && _root.xmove<1.1 || _root.xmove<0 && _root.xmove>-1.1) {
_root.xmove = 0;
}
if (_root.xmove>1 && _root.xmove<2 && !Key.isDown(Key.RIGHT)) {
_root.xmove = 0;
}
if (_root.xmove>20) {
_root.xmove = 20;
}
if (_root.xmove<-20) {
_root.xmove = -20;
}
/////////////DISPLAY SCRIPT
if (!_root.xmove == 0) {
_root.attack = false;
}
if (_root.airatk == false && !_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop("jump");
}
//Space saved for incase "slide" animation is created.
if (!Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && !_root.xmove
== 0 && _root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop("walk");
}
if (!Key.isDown(Key.RIGHT) && !Key.isDown(Key.LEFT) && _root.xmove ==
0 && !Key.isDown(CONTROL) && _root.attack == false) {
if (_root.ground.hitTest(_x, _y+3, true) ||
_root.logground.hitTest(_x, _y+3, true)) {
this.gotoAndStop("stand");
}
}
if (_root.ground.hitTest(_x, _y+3, true) && _root.attack == false &&
Key.isDown(Key.LEFT)) {
this.gotoAndStop("walk");
}
if (_root.ground.hitTest(_x, _y+3, true) && _root.attack == false &&
Key.isDown(Key.RIGHT)) {
this.gotoAndStop("walk");
}
if (_root.ground.hitTest(_x, _y+3, true) && _root.attack == false &&
Key.isDown(Key.DOWN)) {
this.gotoAndStop("crouch");
}
//////////ATTACK SCRIPT
if (Key.isDown(Key.CONTROL) && _root.xmove == 0 &&
_root.ground.hitTest(_x, _y+3, true) && keydown == false) {
this.gotoAndStop("punch");
_root.attack = true;
}
if (Key.isDown(Key.CONTROL) && !_root.ground.hitTest(_x, _y+3, true)) {
this.gotoAndStop("punch");
_root.airatk = true;
}
if (!Key.isDown(Key.CONTROL)) {
_root.airatk = false;
}
if (Key.isDown(Key.CONTROL)) {
keydown = true;
} else {
keydown = false;
}
}
/////////Health and Health Bar
onClipEvent (enterFrame) {
if (this.hitTest(_root.evilana_mc)) {
_root.enemyhp -= random(2);
}
}
onClipEvent (enterFrame) {
if (_root.playerhp<1) {
this.unloadMovie();
_root.playerhp = 0;
}
}
///////////////////////////EVIL ANA CODING
//////////Makes EvilAna Move after Anastance_mc
onClipEvent (enterFrame) {
//+/-70
if (_root.anastance_mc._x>_x+70) {
_x += 10;
}
if (_root.anastance_mc._x<_x-70) {
_x -= 10;
}
}
onClipEvent (load) {
_root.grav = 0;
keydown = false;
}
onClipEvent (enterFrame) {
if (_root.playerhp<1) {
this.unloadMovie();
_root.playerhp = 0;
}
}
////////////////Enemy AI
onClipEvent (enterFrame) {
//event that happens every frame
distance = _root.evilana_mc._x-_root.anastance_mc._x;
//declares a variable called distance that tells the distance between
the player and enemy
if (distance<100 && distance>-100 && _root.enemyTimer == 0) {
//if the distance between the player and enemy is less than 100,
greater than -100 and the timer equals 0
a = int(Math.random()*180);
punchVariable = false;
//creates var a which is an random integer between 1 and 100
if (a>=0 && a<100) {
//if a is greater than 0 and less than 60
if (punchVariable == false) {
_root.evilana_mc.gotoAndStop("punch");
//enemy goes to attack frame 2
_root.healthbar.gotoAndStop(_root.healthbar._currentframe -= 5);
//health goes down by 5
punchVariable = true;
}
//} else if (a>=60 && a<=100) {
//if a is between 60 and 100
//if (punchVariable == false) {
//_root.evilana_mc.gotoAndStop("punch");
//if (_root.anastance_mc.hitTest(_x+60, _y, true)) {
//enemy goes to attack frame 2
//_root.healthbar.gotoAndStop(_root.healthbar._currentframe -= 8);
//health goes down by 8
//punchVariable = true;
//}
//}
} else if (a>=100 && a<=125) {
//if a is between 100 and 125
_root.evilana_mc.gotoAndStop("crouch");
//enemy goes to crouch
} else if (a>=125 && a<=150) {
//if a is between 125 and 150
_root.evilana_mc.gotoAndStop("eviljump");
//enemy goes to jump
} else if (a>=150 && a<=180) {
//if a is between 150 and 180
_root.evilana_mc.gotoAndStop("stand");
//enemy goes to stance
}
}
if (distance<805 && distance>60) {
//if the distance between player and enemy is between 160 and 100…
(to increase or descrease max and min range, just increase or decrease
the numbers)
this._xscale = _root.eScale;
_x -= 3;
//make the enemy walk towards the player. Increase number to
increase enemy’s speed.
this.gotoAndStop("walk");
}
if (distance>-805 && distance<-60) {
//if the distance between player and enemy is between -10 and -160…
(to increase or descrease max and min range, just increase or decrease
the numbers)
this._xscale = -_root.eScale;
//turn the enemy in the proper direction
_x += 3;
//make the enemy walk towards the player. Increase number to
increase enemy’s speed.
this.gotoAndStop("walk");
}
}
/////////Health and Health Bar
//onClipEvent (enterFrame) {
// if (this.hitTest(_root.anastance_mc)) {
// _root.playerhp -= random(2);
// }
//}
//onClipEvent (enterFrame) {
// if (_root.enemyhp<1) {
// this.unloadMovie();
// _root.enemyhp = 0;
// }
//}
//onClipEvent(enterFrame){
//if(this.hitTest(_root.anastance_mc)){
//_root.playerhp -= random (2);
//}
//}
////////////////////MAIN VCAM CODING
onClipEvent (enterFrame) {
//midpointx and midpointy both create a new point that represents the
"midpoint" between the two characters.
midpointx = (_root.evilana_mc._x+_root.anastance_mc._x)/2;
midpointy = (_root.evilana_mc._y+_root.anastance_mc._y)/2;
_y += (midpointy-_y)/4;
_x += (midpointx-_x)/4;
edgetoedgex= (Stage.width - this._width)/2;
edgetoedgey= (Stage.height - this._height)/2;
if (Stage.width<this._width) {
(Stage.width=this._width);
}
if (edgetoedgex <= 0) {
(this._x += (400)/25);
(this._x -= (400)/25);
}
if (edgetoedgey <= 110) {
(this._y = 225);
(this._y = 225);
}
if (_y>281.25) {
(_y=281.25);
}
if (_y<168.75) {
(_y=168.75);
}
if (_x<300) {
(_x=300);
}
if (_x>500) {
(_x=500);
}
distancex = Math.abs(_root.evilana_mc._x-_root.anastance_mc._x);
distancey = Math.abs(_root.evilana_mc._y-_root.anastance_mc._y);
//if the distance between characters is less than 600 px, the scale of the
//vcam will decrease in intervals every 25 frames
if (distancex<500) {
_xscale -= (100)/25;
_yscale -= (100)/25;
}
//if the distance between characters is more than 600 px, the scale of the
//vcam will increase in intervals every 25 frames
if (distancex>500) {
_xscale += (60+_xscale)/25;
_yscale += (60+_yscale)/25;
}
// if the vcam's scale is less than its original value (100%), the
scale stays at 100%
if (this._xscale<100) {
this._xscale = 100;
this._yscale = 100;
}
if (this._xscale>133.33) {
this._xscale = 133.33;
this._yscale = 133.33;
}
}
////////////////////INNER VCAM CODING
stop();
parentColor.setTransform(camColor.getTransform());
function camControl() {
parentColor.setTransform(camColor.getTransform());
var scaleX = sX/this._width;
var scaleY = sY/this._height;
_parent._x = cX-(this._x*scaleX);
_parent._y = cY-(this._y*scaleY);
_parent._xscale = 100*scaleX;
_parent._yscale = 100*scaleY;
}
function resetStage() {
var resetTrans = {ra:100, rb:0, ga:100, gb:0, ba:100, bb:0, aa:100, ab:0};
parentColor.setTransform(resetTrans);
_parent._xscale = 100;
_parent._yscale = 100;
_parent._x = 0;
_parent._y = 0;
}
// make frame invisible
this._visible = false;
// Capture stage parameters
var oldMode = Stage.scaleMode;
Stage.scaleMode = "exactFit";
var cX = Stage.width/2;
var cY = Stage.height/2;
var sX = Stage.width;
var sY = Stage.height;
Stage.scaleMode = oldMode;
// create color instances for color
// transforms (if any).
var camColor = new Color(this);
var parentColor = new Color(_parent);
// Make the stage move so that the
// v-cam is centered on the
// viewport every frame
this.onEnterFrame = camControl;
// Make an explicit call to the camControl
// function to make sure it also runs on the
// first frame.
camControl();
// If the v-cam is ever removed (unloaded)
// the stage, return the stage to the default
// settings.
this.onUnload = resetStage;
Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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