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Re: Ghost prophecy
[Re: Orange Brat]
#236460
11/14/08 11:53
11/14/08 11:53
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
Expert
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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same here, love the setting. You should c_trace into the direction the player wants to walk before walking, and if there's something in the way, don't animate. it looks weird if you run into a wall and still the character runs his walk cycle, so his feet slide across the floor.
~"I never let school interfere with my education"~ -Mark Twain
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Re: Ghost prophecy
[Re: Azrael85]
#237877
11/23/08 04:27
11/23/08 04:27
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Joined: Mar 2007
Posts: 23 NC
laugheazy
Newbie
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Newbie
Joined: Mar 2007
Posts: 23
NC
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That's actually pretty neat looking and some good things going so far. This is your first game? Nice! I remember when I was using BASIC turning the "hello world" into a game. I like what you have here, and look forward to its progress, I will be following this one.
The Few.. The Proud.. The Marines..
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Re: Ghost prophecy
[Re: Azrael85]
#241811
12/19/08 00:36
12/19/08 00:36
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Joined: Nov 2003
Posts: 1,257
Wade_Adams
Serious User
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Serious User
Joined: Nov 2003
Posts: 1,257
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same here, love the setting. You should c_trace into the direction the player wants to walk before walking, and if there's something in the way, don't animate. it looks weird if you run into a wall and still the character runs his walk cycle, so his feet slide across the floor. thanks for the advice actually c_move returns the distance moved so you could use that value to stop a walk animation or start a turn around animation. c_trace is too expensive to use every frame like that. I like the stlye good work.
Optimism is an occupational hazard of programming: feedback is the treament. Kent Beck
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