Audiosurf 2

Audiosurf 2

Audiosprint - First Person mod
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jmcmurray Aug 25, 2015 @ 5:04pm 
um is there a toggle button:steamsad:
Phenomenal Jul 29, 2015 @ 3:25pm 
Erm is this a toggleable mod or not?
Kronark  [author] May 29, 2014 @ 11:24am 
I'd still like to fix the camera snapping though (Smooth ducking and jumping in first person). I can't seem to get transitional cameras working properly though. There's a lack of proper documentation. 99% of it is just looking at the existing code and figuring out how it works.

I've mostly just been side tracked with other things and I didn't want to get heavy into audiosurf modding while the game itself is still being developed.
Kronark  [author] May 29, 2014 @ 11:23am 
Third person done. Experimented with it in the past but just prefered first person because of the feeling of sliding under the blocks. Had to offset the camera slightly to the side because visibility is a major problem directly behind the avatar. There minor minor clipping issues but that's mostly due to the fact that the camera height is tied to the avatar / player postion and not it's own position on the track. Fixing that would require a ton of changes to the core of audio surf.

As for the wakeboard arms the problem is that the animation set is meant to be holding a leash. The arms don't swing so much as they do directly jab outward. It looks extremely awkward. While I can script (IT by trade) I'm by no means an animator so it's probably going to stay as is.
rosengrant May 29, 2014 @ 12:11am 
also for what you said about the wakeboard arms, rotate them so they go in and out of view one at a time. could look like your running
rosengrant May 28, 2014 @ 11:06pm 
might you try 3rd person but with the camera behind us? so we can see when we kit a wall? also duck the camera when i duck the person so we can see whats behind the duck block
Your Love Is My Drumpf Oct 18, 2013 @ 11:57am 
Yo dog, we heard you like Mirror' Edge, so we put some Mirror's edge in your Audiosurf.
fostdog123 Oct 13, 2013 @ 1:06am 
Enjoyed this quite a bit, definitely cool but I think there could be some improvement. My biggest feedback is that it would be nice to have some sort of visual cue about any time I mess up, although I'm sure that's a bit harder to incorporate from the first person perspective.
Kronark  [author] Oct 9, 2013 @ 10:03am 
Also I tried third person. Visability was unfortunately a major issue. That or I'd have the camera to the side of the character which is similar to what Dylan did to begin with.

As for my current plans:

- I want to see if I can create a transition effect for the camera to stop it from flickering up and down when you jump or duck. It works for gameplay but it doesn't feel perfect to me.

- There are some minor clipping issues. This may take more work but I want to see what I can do to address them.

- Toying around with the idea of adding rotation to the camera... Ie while sliding the head will tilt back a tiny tiny bit looking up (But not too much. I still want players to see ahead of themselves).

Thank you for the feedback though. It helps to know what players are looking for.
Kronark  [author] Oct 9, 2013 @ 9:56am 
You can enable the wakeboard arms so it kinda feels like you have a body, but they also look stupid just held out in front of you with no chains or reason for them to be there. It ends up feeling like I'm navigating a zombie through a rave.

Aside from that I don't see a method to chain the head to the avatar. At least not currently. I'm still learning a lot from over looking Dylan's code to see what's possible in his api.
Gobblin' Buffalos Oct 8, 2013 @ 10:42pm 
I just think audiosprint mode has the potential to be super goddamn cool, in almost a mirror's edge freerunning way. I would guess it's impossible to practically place the camera in a position to where the player can see the char's body in a first person mode. I think that the one thing this mode suffers from as it stands is a lack of grounding within a physical body for the player. I think that messing around with that fake first person mode or something I haven't thought with might allow that. Again, no idea if any of this is practically applicable.

Regardless of if you continue to experiment or not, super cool work so far man. Thanks for what you've already pushed out.
Gobblin' Buffalos Oct 8, 2013 @ 10:42pm 
Really digging your work man, it's exactly the stuff I'm looking for. I'm sure you're probably aware of the camera clipping that occurs while ducking during certain terrain formation.

Just some feedback and ideas- I know I really appreciated it when I used to make mods. Also understand I'm just spitballing without any concrete ideas as to how this stuff works because I haven't pulled apart this game at all and this is not at all the kind of modding I used to do.

If the camera issues can't be resolved easily by tweaking the placement (or even if they can), and while I think this totally stands as a standalone mode, another cool idea might be (if possible) pulling the camera back behind the character in a sort of almost traditional third person view. I'm not sure what the best position would be to avoid clipping through the upper duck blocks but also to give enough fov for the player to be able to see ahead of the character. It just might be interesting to play around with.