GodsGunman's Bunny Hop Tutorial (Flash Game discussion!)
[size=+3]
I'm starting to make a bunny hop tutorial flash game to get more people into ghost mode, it's going to be pretty basic but it will get the job done.
It will mainly get new players used to the timing required for bunny hopping, and if different melee weapons as ghosts require different timings then I'll add those into the game as different options.
Hopefully when new people see the game they pass it on to their friends and it gets circulated through word of mouth, if I can I'll have it hosted by Kongregate.
Objective of the game: Get the counter up as high as you can before failing your bunny hop.
[size=+2]Phases:[/size]
1. Starting the bunny hop: Gray screen to start off with that has instructions on what to do. Once the player has ctrl or shift pressed the screen turns red, the instructions disappear and the timer and counter are shown (the counter and timer are at 0 at this point, not incrementing at all). Once the player successfully presses "s" and space within a certain time to start bunny hopping backwards, the timer starts from 0, the screen turns green, and if they had a previous counter it would reset to 0. The player should keep "s" held down, otherwise it will result in a failed bunny hop just for the sake of teaching people how to bunny hop backwards quickly.
At the end of this phase, the player should be holding down "s" and ctrl or space.
2. Continuing the bunny hop: If the player completes the first subsequent bunny hop by pressing space at the correct time, the counter goes up by 1, the timer resets to 0 then starts again, and an area just below the timer shows how far away in time they were from a perfectly timed bunny hop. If they were too late, the time for that would be in red and there would be a + sign in front of it. If they were too early, the time for that would be in green and there would be a - sign in front of it. The screen remains green for the most part, but perhaps a yellow flash or square or something as well as a beep/dinging sound plays.
3. Failed bunny hop: If the player fails a bunny hop, the timer shows how late or early they were at pressing space just as it would if it was a successfull bunny hop, but the screen turns from green to red and a delay of 1.5 to 2 seconds starts before the player can do anything. They would then reset to the "starting the bunny hop" phase.
Other features I may implement:
-Turning while bunny hopping backwards (holding S and either A or D while bunny hopping, as well as pressing space when about to hit the ground).
-Turning while bunny hopping forwards (Pressing space and either A or D when about to hit the ground while bunny hopping).
-How to double jump
I probably won't use the mouse for anything since I'm new to flash games and things with the keyboard are easy to do. There's always the chance I could though, but it probably won't be in the first version released.
[size=+2]So why post this thread?[/size]
I want to ask the forumers if they think this flash game is a good idea or not, but mainly if they have any ideas of what to add to it or what to change from what I've already written down here. I can only think of so much, and the more people thinking about the topic the better. It also kind of makes this a community project, and I'll give credit to the community when the game is done.
I'll also keep track of updates to the game here once the ball gets rolling, including things like pictures of what it will look like and whatnot. I am leaving on the 29th of July (2012) to go for my second military course this summer and I'll be gone until the beginning of September, so unfortunately I won't be able to work on it during that time; however I hope it's done before I leave.
@Mods: This flash game is strongly related to the game Cross Fire therefore it is not an off-topic thread and I'm posting it in the barracks because of such. As of right now it is not a guide either as I'm asking for opinions and discussion on it, not actually teaching anybody anything yet. At the time of release for the game when it's determined by me that it's good enough to actually teach people things, this thread should then logically be moved to the guides section, but not before that.
GodsGunman's Bunny Hop Tutorial (Flash Game!)
[/size]I'm starting to make a bunny hop tutorial flash game to get more people into ghost mode, it's going to be pretty basic but it will get the job done.
It will mainly get new players used to the timing required for bunny hopping, and if different melee weapons as ghosts require different timings then I'll add those into the game as different options.
Hopefully when new people see the game they pass it on to their friends and it gets circulated through word of mouth, if I can I'll have it hosted by Kongregate.
Objective of the game: Get the counter up as high as you can before failing your bunny hop.
[size=+2]Phases:[/size]
1. Starting the bunny hop: Gray screen to start off with that has instructions on what to do. Once the player has ctrl or shift pressed the screen turns red, the instructions disappear and the timer and counter are shown (the counter and timer are at 0 at this point, not incrementing at all). Once the player successfully presses "s" and space within a certain time to start bunny hopping backwards, the timer starts from 0, the screen turns green, and if they had a previous counter it would reset to 0. The player should keep "s" held down, otherwise it will result in a failed bunny hop just for the sake of teaching people how to bunny hop backwards quickly.
At the end of this phase, the player should be holding down "s" and ctrl or space.
2. Continuing the bunny hop: If the player completes the first subsequent bunny hop by pressing space at the correct time, the counter goes up by 1, the timer resets to 0 then starts again, and an area just below the timer shows how far away in time they were from a perfectly timed bunny hop. If they were too late, the time for that would be in red and there would be a + sign in front of it. If they were too early, the time for that would be in green and there would be a - sign in front of it. The screen remains green for the most part, but perhaps a yellow flash or square or something as well as a beep/dinging sound plays.
3. Failed bunny hop: If the player fails a bunny hop, the timer shows how late or early they were at pressing space just as it would if it was a successfull bunny hop, but the screen turns from green to red and a delay of 1.5 to 2 seconds starts before the player can do anything. They would then reset to the "starting the bunny hop" phase.
Other features I may implement:
-Turning while bunny hopping backwards (holding S and either A or D while bunny hopping, as well as pressing space when about to hit the ground).
-Turning while bunny hopping forwards (Pressing space and either A or D when about to hit the ground while bunny hopping).
-How to double jump
I probably won't use the mouse for anything since I'm new to flash games and things with the keyboard are easy to do. There's always the chance I could though, but it probably won't be in the first version released.
[size=+2]So why post this thread?[/size]
I want to ask the forumers if they think this flash game is a good idea or not, but mainly if they have any ideas of what to add to it or what to change from what I've already written down here. I can only think of so much, and the more people thinking about the topic the better. It also kind of makes this a community project, and I'll give credit to the community when the game is done.
I'll also keep track of updates to the game here once the ball gets rolling, including things like pictures of what it will look like and whatnot. I am leaving on the 29th of July (2012) to go for my second military course this summer and I'll be gone until the beginning of September, so unfortunately I won't be able to work on it during that time; however I hope it's done before I leave.
@Mods: This flash game is strongly related to the game Cross Fire therefore it is not an off-topic thread and I'm posting it in the barracks because of such. As of right now it is not a guide either as I'm asking for opinions and discussion on it, not actually teaching anybody anything yet. At the time of release for the game when it's determined by me that it's good enough to actually teach people things, this thread should then logically be moved to the guides section, but not before that.
Comments
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i don't think Bhop is that hard, press ctrl jump to the back and jump again b4 reaching the ground, oh btw i didn't read the post i just read title

i know this probably has nothing to do with the bhop it self but i'm just saying hahahahahaa
too lazy to read :v -
i don't think Bhop is that hard, press ctrl jump to the back and jump again b4 reaching the ground, oh btw i didn't read the post i just read title

CF has enough players who cant use bunny hop in gm.
But its very useful if you dont want to die. -
Sounds good, don't think anything beats practising in game however. You'll be able to do it under stress that way.
+1, because why the hell not?
For people that already know how to bhop practicing in game would be a lot better, however this is mainly for the people that don't understand how to bhop yet or just started learning.
The support for the idea sounds promising, however I need more ideas for what to include
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didnt you make one allready about the bhop?GodsGunman wrote: »For people that already know how to bhop practicing in game would be a lot better, however this is mainly for the people that don't understand how to bhop yet or just started learning.
The support for the idea sounds promising, however I need more ideas for what to include
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