GodsGunman's Bunny Hop Tutorial (Flash Game discussion!)
Comments
-
This sounds like a great idea!
However i don't think coding it in flash would be the best option, for reasons people have already stated such as the lack of features. It would probably be easier to knock-up a windows forms application that would do the same job, and be more aesthetically pleasing.
I would be happy to take this program to the next level by coding something in XNA, as long as you're happy to endorse and host it. But I will do some more research about whether this is feasible time-wise, and will get back to you.
Mat -
This sounds like a great idea!
However i don't think coding it in flash would be the best option, for reasons people have already stated such as the lack of features. It would probably be easier to knock-up a windows forms application that would do the same job, and be more aesthetically pleasing.
I would be happy to take this program to the next level by coding something in XNA, as long as you're happy to endorse and host it. But I will do some more research about whether this is feasible time-wise, and will get back to you.
Mat
I'm going to do my version regardless since I need to practice AS3, but I'd be happy to help you out with yours with things like timings of the bunny hops and whatnot, as well as endorsing it. I can also host it on a website being created specifically for Cross Fire when it's done, just keep me updated via visitors wall so I know what's happening
Option to change the controls?
Example, I jump with Rightclick, so this is useless to me (if I couldn't bhop).
If I can figure out how to do that then yes, otherwise no :P
On the first release it probably won't include a feature like that, maybe after an update or two though. -
Here's a quick update on what i've done so far...
[x]Sky box
[x]Basic camera
[x]Player model
[]Player Weapons
[x]Basic movement
[x]Ambient Lighting
[x]Environment Creation
[x]Environment Textures (courtesy of crossfire's nightfall map, with all copyright remaining with them)
[]Basic animations
[]Sounds
[]First-person Perspective Camera
[]World Items (crates etc.)
[]Physics Engine
[]Scoring HUD
Few sneak-peek screens...
The 3D Environment
And a bit of source showing my 3rd person camera technique
Let me know if you want any source, or to just chat about it.
Mat
P.S: The environment textures came from in-game screenshots which i then edited to size. This I hope has prevented me from breaking any rez modification rules.
Please let me know if I do break any, so I can adjust accordingly. Many Thanks. -
Here's a quick update on what i've done so far...
[x]Sky box
[x]Basic camera
[x]Player model
[]Player Weapons
[x]Basic movement
[x]Ambient Lighting
[x]Environment Creation
[x]Environment Textures (courtesy of crossfire's nightfall map, with all copyright remaining with them)
[]Basic animations
[]Sounds
[]First-person Perspective Camera
[]World Items (crates etc.)
[]Physics Engine
[]Scoring HUD
Few sneak-peek screens...
The 3D Environment
And a bit of source showing my 3rd person camera technique
Let me know if you want any source, or to just chat about it.
Mat
P.S: The environment textures came from in-game screenshots which i then edited to size. This I hope has prevented me from breaking any rez modification rules.
Please let me know if I do break any, so I can adjust accordingly. Many Thanks.
I don't think you can use anything from in game for this. I might be wrong but z8games owns the textures and all that. -
GotTissues wrote: »I don't think you can use anything from in game for this. I might be wrong but z8games owns the textures and all that.
OK thanks. I can probably photograph some industrial fencing, or find some free license textures, and then put a bluey-purple tint on it so that is looks like its from the game.
I'll wait for a moderator comment though, because this would add quite a lot to the workload, and I wouldn't want to do it unnecessarily.
Mat -
Here's a quick update on what i've done so far...
etc.
o.o You are clearly way out of my league for programming things like this, I'm fairly knowledgable on Java but aside from that I'm pretty new to everything, especially anything 3D, I've done litterally nothing with it, ever. Yours might be a little too complicated to get the job done however, if you read the phases of what I originally was going to do you probably know how basic I was going to make it.
If yours ends up working however and is just as good a tool (or better which is what will probably happen) than mine would be, I may not even release my version if I finish it lol xD
Everything I said before still stands however, I can provide you with the timings required to bunny hop and things like that as well as advertise the game on my youtube channel, as long as you give me credit for coming up with the original idea as well as helping out in whichever other ways I can. I've never seen or used XNA (as far as I know), so I'll more or less be useless to you in the programming and development aspect, but I am a wealth of information about the game.
Unfortunately I'm leaving the 15th of July to the 18th or 19th of July, what I can provide right now for you is the following:
To bunny hop successfully at the most basic stage, this works:
[DOWN]Ctrl
[WAIT]5ms
[DOWN]S
[WAIT]30ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]480ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]500ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]503.5ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]503.5ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]503.5ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]503.5ms
[UP]S
[WAIT]X ms (doesnt matter what time here)
[UP]Ctrl
The green steps - I didn't record too much with these, I just tried things until they worked. The user should keep certain steps within these (the obvious ones) +- 10ms or so, it's a little difficult to tell because I can't imagine learning what pressing a button within 10ms feels like when not actually bhopping.
The red steps - The perfect bunny hop seems to be at 503.5ms, including the 140ms delay to release space that's 643.5ms per bunny hop to do it perfectly. I observed that it was possible to bunny hop 11 times or more in a row between 500ms and 507ms (inclusive), so that should be the perfect area or so for the bunny hop.
This is what I found out from my tests, note that everything was done with a knife, but at 503.5ms I could bunny hop perfectly with any melee weapon as a ghost.
Time in ms|Failed on which bhop in the red zone (referring above)
495|1
496|1
497|1
498|5
499|5
500|>=11
501|>=11
502|>=11
503|>=11
504|>=11
505|>=11
506|>=11
507|>=11
508|8
509|8
510|7
511|7
512|4
If you have any questions I can reply to them around 11:00EST on the 15th of July (today), or it will have to wait until I get back from camping around the 18th or 19th.
Good job so far, it looks very promising
-
GodsGunman wrote: »If yours ends up working however ...
Lol I'll second that :P
Looking into emulating the game engine's physics might've been a little more than I can chew, but with your timings, this shouldn't become an issue. As long as people aren't looking for ultimate accuracy in view models and animations...It should be cool.GodsGunman wrote: »Everything I said before still stands however, I can provide you with the timings required to bunny hop and things like that as well as advertise the game on my youtube channel, as long as you give me credit for coming up with the original idea as well as helping out in whichever other ways I can. I've never seen or used XNA (as far as I know), so I'll more or less be useless to you in the programming and development aspect, but I am a wealth of information about the game.
This help would be invaluable to me, and would save me a lot of researching time. If and when this becomes a release (which i hope to have done in about 4wks.. all being well), your help on propagating it would be awesome! And of course I will give you full credit for the idea and your help. I had no intentions of running away with this, only to help out in any way I can. :P I felt it was the least i could, do seeing as your reviews have been really enjoyable and fun to watch, aswell as being very informative about how the game simulates damage with different guns.GodsGunman wrote: »
To bunny hop successfully at the most basic stage, this works:
[DOWN]Ctrl
[WAIT]5ms
[DOWN]S
[WAIT]30ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]480ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]500ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]503.5ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]503.5ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]503.5ms
[DOWN]SPACE
[WAIT]140ms
[UP]SPACE
[WAIT]503.5ms
[UP]S
[WAIT]X ms (doesnt matter what time here)
[UP]Ctrl
The green steps - I didn't record too much with these, I just tried things until they worked. The user should keep certain steps within these (the obvious ones) +- 10ms or so, it's a little difficult to tell because I can't imagine learning what pressing a button within 10ms feels like when not actually bhopping.
The red steps - The perfect bunny hop seems to be at 503.5ms, including the 140ms delay to release space that's 643.5ms per bunny hop to do it perfectly. I observed that it was possible to bunny hop 11 times or more in a row between 500ms and 507ms (inclusive), so that should be the perfect area or so for the bunny hop.
This is what I found out from my tests, note that everything was done with a knife, but at 503.5ms I could bunny hop perfectly with any melee weapon as a ghost.
Time in ms|Failed on which bhop in the red zone (referring above)
495|1
496|1
497|1
498|5
499|5
500|>=11
501|>=11
502|>=11
503|>=11
504|>=11
505|>=11
506|>=11
507|>=11
508|8
509|8
510|7
511|7
512|4
All this information here is pure gold dust! This will cut down the game designing stage loads and allow me to make this program actually resemble in-game. Cheers mate!
GodsGunman wrote: »Good job so far, it looks very promising
Thanks ^^
I only hope the end result will be up to standard!
Mat -
Lol I'll second that :P
Looking into emulating the game engine's physics might've been a little more than I can chew, but with your timings, this shouldn't become an issue. As long as people aren't looking for ultimate accuracy in view models and animations...It should be cool.
This help would be invaluable to me, and would save me a lot of researching time. If and when this becomes a release (which i hope to have done in about 4wks.. all being well), your help on propagating it would be awesome! And of course I will give you full credit for the idea and your help. I had no intentions of running away with this, only to help out in any way I can. :P I felt it was the least i could, do seeing as your reviews have been really enjoyable and fun to watch, aswell as being very informative about how the game simulates damage with different guns.
All this information here is pure gold dust! This will cut down the game designing stage loads and allow me to make this program actually resemble in-game. Cheers mate!
Thanks ^^
I only hope the end result will be up to standard!
Mat
I'm glad I could be of use, just do your best :P -
GodsGunman, you still doing yours? Or is Mat doing it (Rolleym).
I've gotten stuck on mine with some noobie issues, I tried asking for help on a flash programmer forum, but haven't received any help yet.
I'll still try working on mine, but A) it will be terrible compared to rolleym's and
I can only finish it if I get it figured out.
I'm just having difficulty with the stopwatch effect and whatnot. -
GodsGunman wrote: »I've gotten stuck on mine with some noobie issues, I tried asking for help on a flash programmer forum, but haven't received any help yet.
I'll still try working on mine, but A) it will be terrible compared to rolleym's and
I can only finish it if I get it figured out.
I'm just having difficulty with the stopwatch effect and whatnot.
Well good luck! -
Update number two:
We're up to 860 lines of code!
Hooray! It took me hours of solid matrix maths, but I finally got the first-person camera controls and movement working!
You can now move using standard WASD commands as they correctly translate the camera view matrix. You can also look left and right using a dynamically updating mouse. :P
However, despite my best attempts, I cannot get these rotations to work with looking upwards (rotation on the (1,0,0) axis). I can do vertical OR horizontal. I managed to correctly calculate the angle it should rotate by using mouse co-ordinates and basic trigonometry (hurr-durr). But not to correctly implement it as it makes the quaternion calculations offset each other and create a diagonal skew. I decided (after 3 hours of attempts >.<) that to get it working this was a whole world of pain I wasn't willing to go into...
(To make this work, you're talking writing my own custom class/struct to create a specific quaternion. I don't even want to think how much deep maths would be involved!)
Other Updates:
I managed to wrestle with the 2D sprites as to get a HUD for scores and a crosshair. I also added a 2D overlay of a BL knife model (again, from a screenshot) to add a sense of game context. (see uploaded image)
In-game Screenshot
I also managed to get jump/sprint/crouch controls working (by using space, left shift and left control respectively) and that it would correctly calculate and simulate gravity. As you jump, your height is raised and then you slowly fall back to the ground. I also managed to patch things like glitch jumping, and falling through the floor (!) with these controls.
Jumping
Crouching
Another thing that took some time was that I added bounding boxes for the model and the world. This allows the program to detect collisions. I then added validation clause to make the walls become solid, not just a texture which could be walked through.
Thing to do:
[x]Sky box
[x]Basic camera
[x]Player model
[x]Player Weapons
[x]Basic movement
[x]Ambient Lighting
[x]Environment Creation
[x]Environment Textures (courtesy of crossfire's nightfall map, with all copyright remaining with them)
[]Sounds
[x]First-person Perspective Camera
[]World Items (crates etc.)
[x]Physics Engine
[]Scoring HUD
[]Menu / GUI
P.S: I left the scoring HUD unchecked as although I have implemented drawing it, I still need to code the game rules (i.e the calculations behind the scoring using your timings) and how it updates. I'm debating whether or not to bother with sounds, and the world items would just be for fun if I could render/allow people to land on them properly.
I finally appreciate how hard it is to be a coder for Smilegate. This also generates a new frustration towards the people that QQ about hackers in the game, when they have no clue what happens under-the-hood...
Mat -
wouldn't it be better and more effective if you just... practice on crossfire?
Than play a program that was specifically designed with helping you learn to be a better bunny hopper? :cool:
This program utilizes the trialled and tested bunny hop timings provided by one of the community's best bunny-hoppers, GodsGunman.
This program would still need you to practice in Crossfire, however it save you a lot of time in working out the perfect technique and timings to get the job done. This program would also allow you to practice them without an internet connection and without the pressure of noobs trying to rush your spawn killing you.( Something which i certainly find annoying!
)
This program (hopefully!) will also provide basic coaching such as whether you were to fast or too slow or pressed the wrong buttons.
You do what you want to do, but I know what I'm going to use.
***************************************************************************************
Update number 3...
Nearly Done! I've managed to hit 1500 lines of code! ^^
Checklist:
[x]Sky box
[x]Basic camera
[x]Player model
[x]Player Weapons
[x]Basic movement
[x]Ambient Lighting
[x]Environment Creation
[x]Environment Textures (courtesy of crossfire's nightfall map, with all copyright remaining with them)
[N/A]Sounds
[x]First-person Perspective Camera
[x]World Items (crates etc.)
[x]Physics Engine
[x]Scoring HUD
Updates:
This next lot of updates was small on the checklist, but a big step forward in the overall program development. I created a scoring system that relies heavily on GodsGunman's Timings.
The System works like this:
On the Left of the Head Up Display, You will see your jumping frequency results:
+ 2 points (Green) if you're within 10% of the jump frequency.
+ 1 ( Yellow) point with 20%.
- 5 (Red) points for anything else (When I was playing the game, I found it not too difficult after a bit of practice to get consistent +2's - which shows the program works. Sort of. :P)
The scores are animated as such, they appear and move up the screen similar to the effect in Call of Duty game.
On the right of the HUD, you will see you accuracy on how long space is pressed.
"Good" (Green) is within 10% of GodsGunman's 103.5 ms.
"Okay" (Yellow)is within 20%.
"Sloppy" (Red) is anything else.
I managed to change the map layout to make it more interesting. There are a few solid crates to practice dodging around. (Which can't be jumped on sorry! I tried, but you would either fall through it, get stuck or though my efforts to stop the previous two problems, glitch out of the map when you touched a wall.) I also added a section of the map with had corners in it, so you could practice.
I added a message popup when you start the game:
As well as a Title that disappears after 2 seconds:
Here are a couple of creenshots showing the crates and scoring system:
One:
Two:
The next steps from here are to BETA test it. I shall be giving it to GodsGunman after he gets back, and see what he thinks about its use as a tool. I will then make any necessary changes.
Lets me know what you think of the Head Up Display (positioning/colour/size etc.), and whether or not you would find it useful. Bear in mind that any changes all has to be coded from the ground up. Everything from calculating the text strings, to drawing the colored rectangles pixel by pixel...
A definite list on how people use the controls to bunny hop would be cool, as these also have to be implemented in the code.
If a Mod could sticky the thread, so 3 days of work isn't lost to the bottomless pit as is the forum's cache, it would be greatly appreciated.
Mat
P.S: I couldn't find any freeware sound effects, so I though I might as well leave them out. If anyone can source me a jump sound and a walk sound, I might be able to add them in for the next update. -
Than play a program that was specifically designed with helping you learn to be a better bunny hopper? :cool:
This program utilizes the trialled and tested bunny hop timings provided by one of the community's best bunny-hoppers, GodsGunman.
obviously. i've never heard of some training program being better at simulating something than the actual original product. this is the equivalent of astronauts training underwater to simulate the moons gravity, except if the moon was in fingertips reach.
it doesn't matter who tests it. and no, he's not a top bunny hopper. you must be new. -
OMFG! @Rolleym, your the best!!! When will it be completely finished>?

I like to try it out!
Edit:
Sounds?
Try this?: http://www.drpetter.se/project_sfxr.html
Also this is a great site to get sounds for games.
Jump sounds: http://www.pond5.com/sound-effects/1/jump.html
Walk Sounds: http://www.pond5.com/video-sound-effects-music-after-effects-photos-illustrations/1/walk-sound.html -
obviously. i've never heard of some training program being better at simulating something than the actual original product.
You've got a point here. However, there are many aspects of the original that will actually impede your progress too. The original game won't coach you/give you feedback (other than in cold harsh experience :P) and there are many things that your learning curve will depend on such as:
-> Who's in the room with you. For example, a noob could keep rushing your spawn and kill you. This wouldn't help you practice. Private rooms are always a pain to try and get going, as you seem to spend your life waiting for the other player to participate. At least, this is my experience.
-> Internet connection. You don't have to use the internet to use this program. This may be helpful for people with a temperamental connection that keeps dropping.
I agree with you that I'm sure this program wont ever replace the original, but i think it would help some people grasp the idea of bunny hopping properly.OMFG! @Rolleym, your the best!!! When will it be completely finished>?
I need GodsGunman to BETA test it first, which can only happen when he's back I'm afraid.Sounds?
Try this?: http://www.drpetter.se/project_sfxr.html
Also this is a great site to get sounds for games.
Jump sounds: http://www.pond5.com/sound-effects/1/jump.html
Thanks! I'll be sure to check these out.
Mat -
@Rolleym, you could also record the Crossfire walking and jumping sounds and then just add it to yours.
If you can't record the sounds in-game then you could try to download the sounds from Crossfire videos on Youtube.
Edit:
You can also try here to get some Crossfire sounds: http://modhub.org/soundmods -
@Rolleym, you could also record the Crossfire walking and jumping sounds and then just add it to yours.
I'm already walking on eggshells because of the textures! I would much rather use some free, no royalty sounds as this cuts out the legal headache.
Mat
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