Animation At Regular Intervals-Characters and Scrolling Map
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GreenTiger
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Posted: Mon May 10, 2004 11:09 pm Post subject: (No subject) |
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Okay, I'm still working in 3.11 (sorry if I'm making you guys throwback your tech just for me) and I've got it pretty good.
I'm having slight difficulty with the character's legs being shoved further into his stomach after he STOPS moving, but it seems fine before and after the movement.
Getting rid of the strange flicker would be nice, but unneccessary.
By the way, any suggestions for collison dection, right now he will walk straight through any walls...I started working with some if statements, but the'res gotta be a better way to do it, right? Like bounding boxes of some sort? Any ideas?
Thanks in advance.
<EDIT: The attachment still doesn't like me on a regular basis, so I uploaded the file on my site.
Here's the address:
www.ccc.horizonhouse.ca/CompSci/splice.zip
Here's the comment:
I rewrote one of my classes pretty much from scratch, then spliced it with the original, then used a combination of new and original code in other files to get it to run. The result is this splice...on it's way to being an Action RPG but still a long way to go.>
<EDIT 2: Okay, my file didn't upload right (figures) so I'll try putting it back up as soon as I get home todays from soccer at 6:something-ish. Ignore me until then.> |
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the_short1
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GreenTiger
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Posted: Fri May 14, 2004 7:28 pm Post subject: (No subject) |
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I don't know about whatdotcolour...it all seems to be a fad to me...don't see why so many peeps use it for colision detection...maybe other stuffs...
anyways, yeah, it's out of the question...I'll consider your idea, but I'm not sure it'd work for mine...
Actually, I'm going back to using a full-fledged physics engine (Delat told me it wouldn't be worth it) and now my collision detection seems to work great!
(Music and Writer's Craft have gotten in the way of me FULLY testing it, but it works for a few, so it should work for ALL (that's my idea of efficent coding, and a standard I try to hold throughout my code) course, the problem is that maybe I just THINK they're working, and they're really screwing up...and if one screws up, they all will.)
I'll check it after I've finished rendering these weapons here. |
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