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Thread: Real-time slow motion?

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  1. #5
    Senior Member realMakc's Avatar
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    Quote Originally Posted by Alluvian View Post
    The way I would do slow motion (if you want it to be a gameplay advantage to one player) is to keep the activating character moving at normal speed, and slow down all other characters and projectiles from other characters.

    So the person activating the powerup sees everyone else slow down while he is moving at regular speed. You can add to the effect by slowing down the game music track.

    All other players are slowed, and they see the activating player moving at full speed. For other players, you could speed up the music track so they know why they are moving slower.

    Visual effects like motion blur might help drive home the concept of time dilation as well.

    You just have to make sure each player is moving the same speed on all clients.
    this is the most sane suggestion up there that would actually work, BUT, for the sake of theory, if your slomo only acts in finite and small time, like few seconds, it could be possible to "fake" it without slowing everyone down, I think... imagine someone shooting you and you use slomo powerup: his bullet goes slow for you, and at normal speed for him; you strafe to let the bullet miss you; then powerup time is used up, and in your frame the bullet goes faster than normal speed to catch up with bullet position in everyone else's frame; the server uses your frame to determine that the bullet did not hit you, and so for everyone else this looks like if the bullet magically went "through" you; you can, of course, signal powerup useage so that everyone else could indeed apply some motion blur or some shaking to your image and so create an impression of you moving around faster than bullet.
    Last edited by realMakc; 06-22-2009 at 05:08 PM.
    who is this? a word of friendly advice: FFS stop using AS2

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