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Re: 2.5D Game Creation
[Re: exile]
#117322
03/14/07 13:27
03/14/07 13:27
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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console gaming?
Do you mean, for example, using a gamepad with the computer, because 3dgs doesn't port to console's...
xXxGuitar511 - Programmer
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Re: 2.5D Game Creation
[Re: Orange Brat]
#117325
03/14/07 22:29
03/14/07 22:29
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Joined: Apr 2005
Posts: 795 U.S.A. Michigan
exile
OP
User
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OP
User
Joined: Apr 2005
Posts: 795
U.S.A. Michigan
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xXxGuitar511, Yeah, I know it sounds a bit unorthodox but I eventually plan to rewrite the whole game in C_lite so I can rebuild it using XNA. I know nothing about C_lite, so I am gonna stick with regular ol C++ until I can learn more about it. I am trying to get this game on Xbox Live Arcade, which is why I am building the game around the Xbox 360 controller.
Thunder, That is a great idea thunder, However how do I get that to work with bones animation? I need only the arms, head, and torso to move during aiming. The arms have a range of 1° to 269° facing right, and 359° to 271° using a Y axis. The head has the same range, and the torso has the same range using an X axis.
OrangeBrat, You are absolutely right! The movement is camera related, however I need only specific bones to look in the direction.
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Re: 2.5D Game Creation
[Re: exile]
#117326
03/15/07 05:28
03/15/07 05:28
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Joined: Aug 2000
Posts: 7,490
Orange Brat

Senior Expert
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Senior Expert
Joined: Aug 2000
Posts: 7,490
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I have a small snippet of code that makes a character's head pan and tilt toward a "look at" object when it comes near it. The "You" is the object (pointer name objPtr). The head bone will turn and limits are built in (the clamp lines) to keep it from turning all the way around Exorcist style. This code is at the beginning of my player animation file: Code:
you = objPtr; ent_animate(me,null,0,0); //Reset Bones vec_set(my.skill63,you.x);//Stores the position to look at vec_sub(my.skill63,my.x); //Not its relative vec_to_angle(temp,my.skill63); //Temp stores the angles needed vec_sub(temp,me.pan); temp.pan = ang(temp.pan); temp.tilt=ang(temp.tilt); //This works fine for me... //me.skill15 -= (me.skill15-clamp(temp.pan,-70,70)*(abs(temp.pan)<105)*(abs(temp.pan)>30))*0.3*time_step; //me.skill16 -= (me.skill16-clamp(temp.tilt,-25,25)*(abs(temp.tilt)<55)*(abs(temp.tilt)>35))*0.3*time_step; my.skill15 -= (my.skill15-clamp(temp.pan,-70,70))*time_step; my.skill16 -= (my.skill16-clamp(temp.tilt,-25,25))*time_step; ent_bonerotate(me,"Bip01_Head",vector(me.skill15,me.skill16,0));
I don't know if this can help you get started or not. The two commented out lines are some kind of alternate version of the two lines after it. I don't recall what the difference was.
My User Contributions master list - my initial post links are down but scroll down page to find list to active links
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Re: 2.5D Game Creation
[Re: Orange Brat]
#117327
03/15/07 16:12
03/15/07 16:12
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Joined: Mar 2006
Posts: 2,503 SC, United States
xXxGuitar511
Expert
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Expert
Joined: Mar 2006
Posts: 2,503
SC, United States
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Well, I've checked out XNA, but never got too far into it. However, don't forget that all of the nice functions 3DGS has will NOT be in XNA. Such as loading a level, animating, etc.
If you plan on "porting" it to XNA, I recommend that you start with XNA as well...
xXxGuitar511 - Programmer
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Re: 2.5D Game Creation
[Re: xXxGuitar511]
#117328
03/15/07 18:54
03/15/07 18:54
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
User
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User
Joined: Aug 2006
Posts: 652
Netherlands
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Well, as far as i know the XNA framework was only implemented in C# (could be wrong though) and it can only be implemented in managed languages (but here again there is also a managed C++ version)
BASIC programmers never die, they GOSUB and don't RETURN.
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