Product Chat / Enhanced Weapons Pack

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MooKai
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Posted: 25th Jul 2018 22:24
Enhanced Weapons Pack

Wow, it looks really great. I'll buy it on the weekend... then I've time again to use GG.
I think you selling the pack too cheap.

There's only one little problem with the pack.
If you're using the weapons from the pack, you can not use the weapons from the Melee pack.
Because the "player hands" from the Melee pack don't wear gloves. But the "player hands" from the Enhanced Weapons Pack wear gloves. So u can not combine the weapons in one game... It will look strange if you switch fast between a crowbar (no gloves) and any of the "Enhanced Weapons Pack" weapons... it's just a logic thing...

But it's really a great new pack, thanks
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Errant AI
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Posted: 25th Jul 2018 22:30 Edited at: 25th Jul 2018 22:33
I have several additional melee weapons which are compatible with this pack and will be made available via the Game Creator Store over the next week or so.

I realize it can be frustrating for users for there to be multiple arm styles available but at the same time it allows different projects to look different.
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Flatlander
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Posted: 25th Jul 2018 23:12
@EAI, I can't wait for your new weapons.

@MooKai, for me it's not big deal. I will just make sure that in one part of the map uses just the melee weapons and use either another part of the map or another map level to use the other weapons. It's just part of designing your game.
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MooKai
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Posted: 25th Jul 2018 23:48
" for me it's not big deal."
Well, for me neither, but later the players will complain...

"either another part of the map or another map level to use the other weapons"
If you already picked up a melee weapon before, then its in your inventory... then you find a nice chainsaw and the player wears gloves... hmmm so the player must drop somehow the melee weapon first...
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MooKai
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Posted: 25th Jul 2018 23:50
@Errant AI
So the new weapon pack is your work?
Impressive, hope to see more of that kind of quality
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Errant AI
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Posted: 26th Jul 2018 00:13 Edited at: 26th Jul 2018 00:20
Quote: "So the new weapon pack is your work?"

Yep. This one is mine. I'll be supporting it with many more weapons over the next year or so (via the store) which will use this hand set.

If you watch this video from last year, you'll see some of the other weapons not included in this pack but will be released later and completely compatable. Most of the melee ones are after the 07:30 mark and there are quite a few overlaps with the melee pack. These weapons will be getting PBR and anim updates before I can release them.
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MooKai
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Posted: 26th Jul 2018 00:48
Cool, I like the car in the video
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Flatlander
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Posted: 26th Jul 2018 02:49
@MooKai, as I said it's all in the design of the game. Remember you can hide (take them out of the inventory) weapons you don't want them to use and then put them back in the inventory when they can use them. Manipulating everything a player can and can't do is a good thing. It has to be smooth so they don't even notice.
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Flatlander
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Posted: 26th Jul 2018 02:53
@EAI, how did you get the other animations going with the gloves only? That's cool. I remember in FPSC you can do such animations and use the right and middle mouse buttons.
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Pirate Myke
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Posted: 26th Jul 2018 04:03
The gun spec animation calls have been updated.
All these can be used now.


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Errant AI
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Posted: 26th Jul 2018 05:38
Quote: "@EAI, how did you get the other animations going with the gloves only? That's cool. I remember in FPSC you can do such animations and use the right and middle mouse buttons."


Just to kind of explain how I exhibited that stuff Myke posted:

1. The punching is alternating between start/end fire and start/end fire 2. GG also supports start/end fire 3 (as FPSC did). Previously, these anims were "randomized" but it would create long strings of one anim or the other. Now, it will randomly choose one and then can not choose the same one twice in a row so we get better alternating feel. I would have liked to have more variety in punching but it would need to support 4 variations instead of 3 otherwise it gets unbalanced looking again.

2. The shoving anim is the [melee key] attack. It is a high force/low damage attack (as is with the other melee key attacks). This is to assist in clearing physics obstacles. How enemies react to it is largely dependant on how they are scripted. Ideally it would knock-back/stumble an enemy but for most it can get them to be interrupted or pause (same as any other kind of damage). This can still be useful though if you are using a weapon which is otherwise slower to attack and you want to stun them a little. Mostly it just looks cool.

3. Knuckle cracking is the alt-mode change animation for the fists [V]. I have set up alt firemode on fists as a straight duplicate so there is no real gameplay change there but it will play the anim. Another Thing that is basically useless (and can get you hurt if times wrong) but looks cool.

Unrelated but just FYI, when GG adds support for underwater/swimming anims, I'll be adding them for the unarmed fists. I may also experiment with the hudlayer system for that.
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Flatlander
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Posted: 26th Jul 2018 06:12
Wow. Cool. Thanks, Myke and EAI. Ya, I have been wondering what hud layers are all about.
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Pirate Myke
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Posted: 26th Jul 2018 06:24 Edited at: 26th Jul 2018 06:24
HUD LAYERS are the 2D and 3D assets that can be layered over the top or integrated
into the First Person Camera View such as Jet Packs, Helmets, Status Displays, Etc

gamecore/hudlayers folder
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Errant AI
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Posted: 26th Jul 2018 07:26
Yeah I think hudlayers are probably among the most interesting yet least understood and underutilized things that GG added. I imagine it could also be used for things like applying first aid, opening doors anims, etc. if harnessed correctly.
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MooKai
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Posted: 26th Jul 2018 08:08
Hudlayers....
Something interesting, what about scaling? Do i have to create for every resolution a hudlayer?
Or will it scaled automatically by the engine?
Let’s say I create one 1080p, but the user has only a 720p screen.
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Errant AI
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Posted: 26th Jul 2018 08:24 Edited at: 26th Jul 2018 08:30
hudlayers are NOT image graphic overlays. No need to consider resolution.
They are 3D models using aspects of FPS weapon system (camera binding, FOV, render pass).
Use the stock jetpack (military) and you will get a good example.
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MooKai
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Posted: 26th Jul 2018 08:32
Oh ok.... then I mixed it up with overlays.
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Blacknyt46
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Posted: 26th Jul 2018 18:18
Errant AI, Awesome job on those weapons man! Are you planning on making any sci fi weapons? My alien's look pretty dumb shooting uzi's and shot guns,sniper riffles etc ect.
Jim C
Errant AI
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Posted: 26th Jul 2018 18:42
Quote: "Errant AI, Awesome job on those weapons man! Are you planning on making any sci fi weapons? My alien's look pretty dumb shooting uzi's and shot guns,sniper riffles etc ect."


Yes. My goal for this series of weapons (DLC+GCS) is to have a pretty wide breadth of weapons and that includes Sci-fi/milpunk/cyberpunk. There won't be a big push like a dedicated pack but more like an occasional thing here and there that snowballs over the next year or so.

Just FYI, Lee's posted an official thread for this pack's release here.
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Blacknyt46
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Posted: 27th Jul 2018 02:09
Great! Thanks
Jim C

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