Author Topic: Force Side Scroll View  (Read 3105 times)

Is it possible to have a server force all clients to have a locked 3rd person side scrolling view?

 Perhaps make it in a certain direction in which the view will be forced, also making the character move in that specific direction. The camera will follow the player only but ignore the mouse movements.

"D" would be right (or forwards) and "A" would be left (or backwards).

If this is possible could someone make this a mod as it would make great for a challenge or whatever.

that would be 2nd person view

1st peron: you

2nd person: birds eye or side scrole view

3rd prson: back view

No, side scrolling is a type of 3rd person view. Top-down, oblique, isometric, and birds-eye views are also all 3rd person. 3rd person view is anything that isn't 1st person.

People have said all sorts of bizarre and inaccurate things about second person games. Like you view your character from the view of your enemies, etc. But if you look at the definition of second-person, you'll realize that a 2nd person game can't exist. There isn't really any simple means of doing it. If you see from the player's eyes, it's first person. If you see from an external camera, it's third person. Second person would be something else other than seeing from either outside the player or from inside the player. Could you tell me where the camera is, if it isn't either in the player or not in the player? I guess the best place it could be is nowhere, but that would be better known as no perspective.

Side scrolling would be awesome though.

that would be 2nd person view

1st peron: you

2nd person: birds eye or side scrole view

3rd prson: back view

stop posting about that-- its false.

I had a go at it, there's a few bugs (sometimes crashes if you fall a long way then hit floor, a bit jerky even running every 10ms) but it works okay.

I had a go at it, there's a few bugs (sometimes crashes if you fall a long way then hit floor, a bit jerky even running every 10ms) but it works okay.

:O sounds like progress, please improve as it has me really interested. If I had the time/energy I would look into scripting/coding/scroding for dummies and do it myself :p.

Space Guy please bring a new age of view :].

You could make a DM platformer  :cookieMonster:

(what he said)

Perhaps 2nd person could be like those coop fighting games where if 2 players come near each other the splitscreen joins together and you see both on screen?

or...it could be like camera in mortal combat and such where it stays relative to both players.

(what he said)

Perhaps 2nd person could be like those coop fighting games where if 2 players come near each other the splitscreen joins together and you see both on screen?

or...it could be like camera in mortal combat and such where it stays relative to both players.

or let's just drop the whole second person phenomenon and stay on topic :p.

Would quarter rotating the model of the player work  (not  in game, but model wise)


edit: looking up second person I came up with this conclusion:
1st and 3rd person camera veiws got their names from 1st, 2nd, and 3rd person naratives.  1st person is in the eyes of the protagonist. 2nd person is more or less refering to the protagonist, with "you" and the like.  It is used in self help guides with titels like "how YOU can lose weight and learn tourqe script in 666 easy steps".  Third person narative is from a third party such as an onimisent nararator.  So when you translate 1st person into camera view you get from the player's view.  When you translate third person you get an external and or onimisent view.  When you translate 2nd person you get undefined...
« Last Edit: February 03, 2008, 12:56:59 AM by laremere »

Would quarter rotating the model of the player work  (not  in game, but model wise)
Editing m.dts in any way messes up the player's appearance.

I just spent a while improving it, the camera is much less jerky and I added a 'hit points' system where you have four HP, every weapon does only 1 point (no matter what) and you become invincible for 1.5 seconds when you are hit. It only affects that player type.

I might make a test server soon.

Would quarter rotating the model of the player work  (not  in game, but model wise)
Editing m.dts in any way messes up the player's appearance.

I just spent a while improving it, the camera is much less jerky and I added a 'hit points' system where you have four HP, every weapon does only 1 point (no matter what) and you become invincible for 1.5 seconds when you are hit. It only affects that player type.

I might make a test server soon.

I never thought to add that but it's a great idea, and would make very interesting. I wonder if it will be compatible with the brick fatalizer add-on or wrench events, perhaps there is a way to incorporate it in? Great innovation, I'll try to be on your test server if and when you have it up.

--Edit--

I just had a thought, when positioning the minifig in the desired direction I had a thought. You could use  a spawn brick with the arrow pointing the direction the minifig will face and follow.

Maybe have a function in the wrench events that allows you to choose which side of the minifig clients will view and at what speed and height the minifig can move and jump.

I'm not sure it still sounds premature, so I'll give it more thought.
« Last Edit: February 03, 2008, 04:53:52 AM by LoserHero »

It already adapts to whichever direction you spawn facing, including checkpoints, spawn bricks and the normal "random facing" spawn.

Perhaps if you touch a Spawn Point or Checkpoint brick, it makes you face its direction?

EDIT: I just fixed it for kill bricks and weapons doing over 900 damage (which should kill anything anyway).
« Last Edit: February 03, 2008, 05:28:07 AM by Space Guy »

It already adapts to whichever direction you spawn facing, including checkpoints, spawn bricks and the normal "random facing" spawn.

Perhaps if you touch a Spawn Point or Checkpoint brick, it makes you face its direction?

EDIT: I just fixed it for kill bricks and weapons doing over 900 damage (which should kill anything anyway).

Ok cool, so as for the changing directions could it maybe turn your minifig the opposite direction when you walk over it?

Ex;

[minifig facing direction right "W"] -------> *comes to an end and jumps up a level and needs to face left "A", steps on checkpoint*

<-----------[minifig facing direction left "S"] so on so fourth.
« Last Edit: February 03, 2008, 06:58:57 AM by LoserHero »

Moving 'left' and 'right' is controlled by W and S, relative to the player, not A and D. I could do it with A and D but then you'd need client stuff and people who don't have the mod wouldn't be able to use it.