Motion sickness isnt either. You dont spend more than 2% of your actual gameplay time falling through portals. There are FPS games that make me want to puke and this isn't one.racketboy wrote:Buying the game isn't the issue.Mozgus wrote:2d version sucks, sorry. Racket, don't assume. Just buy.
Portal: The 2D Flash Game
Ok -- I'm just going by the videos I've seen in the past.Mozgus wrote:Motion sickness isnt either. You dont spend more than 2% of your actual gameplay time falling through portals. There are FPS games that make me want to puke and this isn't one.racketboy wrote:Buying the game isn't the issue.Mozgus wrote:2d version sucks, sorry. Racket, don't assume. Just buy.
Half-Life does give me motion sickness, however, after like 45 mins or so....
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If you use an LCD, try a CRT, or vice versa. I've found that I've now been able to play some games on my CRT and feel fine, when I couldn't before. Everyone's eyes and playing styles are different, and they seem to produce different sensations.racketboy wrote:Ok -- I'm just going by the videos I've seen in the past.Mozgus wrote:Motion sickness isnt either. You dont spend more than 2% of your actual gameplay time falling through portals. There are FPS games that make me want to puke and this isn't one.racketboy wrote: Buying the game isn't the issue.
Half-Life does give me motion sickness, however, after like 45 mins or so....
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This is one of the reasons I dislike the FPS genre.Mozgus wrote:If you use an LCD, try a CRT, or vice versa. I've found that I've now been able to play some games on my CRT and feel fine, when I couldn't before. Everyone's eyes and playing styles are different, and they seem to produce different sensations.racketboy wrote:Ok -- I'm just going by the videos I've seen in the past.Mozgus wrote:Motion sickness isnt either. You dont spend more than 2% of your actual gameplay time falling through portals. There are FPS games that make me want to puke and this isn't one.
Half-Life does give me motion sickness, however, after like 45 mins or so....
The in head camera view feels very unnatural to me (and supposedly it is supposed to give a more 'first person' feel). The camera hardly moves naturally and jerks around a lot. I could get into this in more depth, but it's more or less physics and aesthetics that bother me about...
the art fag in me I guess.
I love side view and over the shoulder because you receive a more cinematic feel to the game... for instance I actually enjoyed playing "Gears of War" and I KNOW it is mostly due to the camera angles used in the game. I love the camera action when you are running, it feels very cinematic... it's really strange how what may seem to be stupid visual flare really increases gameplay.
Like in the game I'm working on now, we use a third person view on a girl flying in space. Just hinging the camera on the back of her feels rigid and ugly... also sets in this odd feeling of vertigo (a feeling FPS games give me a lot).
So what I did was add an effect where when you change you rotate in any 3 directions the camera doesn't automatically update to it. Instead when yawing the camera lurches behind the players rotation. When pitching, the camera slightly glides up ahead of the character. And when rolling I slowly update the 'world up' normal vector so that the camera angles away to the right slighty during the roll and then when she stops rolling goes back to the same 'world up' as she has.
the resulting giving (the red outlined box is where the camera is looking):

If I was going to make a first person camera angle my idea would be a little more dynamic.
I consider it this way, naturally when you rotate your head your eyes are fixed at a certain depth. A point of interest... this creates your 'look at' point. Now in a video game it is hard to define a choice in depth... so the point is instead fixed (usually at the cursor) this also makes for good aiming with the gun.
But more can be done though that gets around this limitation. In most FPS games the camera is centered on some pivet and rotates around that pivet spherically to give the effect of turning your head. BUT in real life the 'camera' is your eyes and your pivet point is your neck. The camera isn't actually centered at the pivet point. My idea is to create a normal vector pin pointing the 'world up' for the camera with respect to the pivet point... then when you'd rotate the pivet point the camera did a more natural arc then just turning...
represented here in the .png. Note the blue dot is the roatation pivet point. The black square is the camera and the red cross is the look at point.

I've used both over the years. I think it has to do with me sitting close to the screen.Mozgus wrote:If you use an LCD, try a CRT, or vice versa. I've found that I've now been able to play some games on my CRT and feel fine, when I couldn't before. Everyone's eyes and playing styles are different, and they seem to produce different sensations.racketboy wrote:Ok -- I'm just going by the videos I've seen in the past.Mozgus wrote:Motion sickness isnt either. You dont spend more than 2% of your actual gameplay time falling through portals. There are FPS games that make me want to puke and this isn't one.
Half-Life does give me motion sickness, however, after like 45 mins or so....
When I was in FL, I use to have my Cube hooked up to my TV tuner and CRT since I didn't have a TV then. Too much Timespillters sitting up close made my stomach feel weird.
Playing it on a TV on a couch is fine.
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The control scheme
The control scheme of the 2d flash game is similar to the one of Abuse (about which I'm always raving about).
Ivo.
Ivo.