Dictator Reverus wrote:
By the way, is it too much to ask for sideways momentum, so you can travel at further out of sideways portals too? It's still great without.
For starters, thanks again for the graphics. They look great, and the warning signs will provide an awesome touch. Looking at your turret graphics makes me realize that I might need to rethink my vision for them. Long story short, these things are going to get flipped around, and as such not every frame will need the legs on the ground. I might need to take into account both leg orientation (NSEW) and gun orientation (left or right side of the turret), which my code doesn’t currently do. Still eight frames, no diagonals, but things will get more complicated. I’ll be sure to let everybody know what I decide when I decide.
Regarding horizontal momentum out of portholes, I could never quite decide how to handle that. The functionality is basically there. Every time the player moves left or right, horizontal momentum is increased or decreased by one, then the movement is made, then the momentum is incremented towards zero. I could change the porthole momentum transfer to allow player horizontal momentum to exist outside of the range of -1<
x<
1, but then we run into some other problems. If PlayerMomentumX = 5, for example, then the player is going to be forced into 5 consecutive rightward moves, unless you’re mashing left, in which case it will be 2 or 3 turns. Also, if you’re pressing right with this pre-existing momentum, under the current engine, the momentum will be conserved! Leaving PlayerMomentumX between -1 and 1 will allow the player to always have control over their horizontal movement, which I think is for the better.
The other thing that I can’t work around easily is the fact that gravity is always acting on the player during every move. To get a true horizontal launch (and not just a y = -x situation), I would have to find some way to disrupt or suspend gravity, and I couldn’t think of any intuitive way (for myself or the player) to do that.
Your suggestions do make sense, however, for the cube and the turret. I’ve already been messing around with their porthole momentum transfer mechanics and you’ll probably see a version featuring that this weekend.
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[Last edited by RoboBob3000 at 02-14-2008 09:08 PM]