Turn Player before walking

  • #1, by MehrdadFriday, 25. April 2014, 18:41 10 years ago
    Hi

    How can I make turn character before walking to another direction?

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  • #2, by gustyFriday, 25. April 2014, 18:54 10 years ago
    That would be nice, wouldn't it?

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  • #3, by afrlmeFriday, 25. April 2014, 19:53 10 years ago
    I plan on looking into a script for it using the new hook functions - when I have some spare time of course. I will post my findings to the script index of the wiki, when I've got something working.

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  • #4, by AlexFriday, 25. April 2014, 20:53 10 years ago
    currently that's not possible. But I plan to extend the hook function getCharacterAnimationIndex so this can be achieved with a little scripting.

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  • #5, by afrlmeFriday, 25. April 2014, 21:29 10 years ago
    I thought you already added the getcharacteranimationindex? or what was it?

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  • #6, by AlexFriday, 25. April 2014, 21:36 10 years ago
    yes, it's already there. but currently it can only be used to align the character individually (e.g. look right instead of diagonal for 30°) - it's not possible to use it for turning.

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  • #7, by MehrdadSaturday, 26. April 2014, 15:36 10 years ago
    Thanks for reply .As for as I know I saw a game made by Visionaire had turn (I don't remember name of game right now).
    I'm new user and I think is really easy parameter .Is any way to made it as manually? And if it's impossible , can you tell me approximate date of release this function?
    thanks

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  • #8, by marvelMonday, 28. April 2014, 18:27 10 years ago
    I don't know how easy or difficult it is to implement into visionaire studio... but the "turn" of a character is an overestimated function, that has nothing to to with the success of a adventure game. You see that on games like Deponia, Memoria, etc. There is no turn.

    Most of the gamers want to navigate quickly and directly. There is no need to wait for a turn. It might look more natural... but it's also something that could be annoying.

    Currently its possible to make turns in cutscenes... but not in the gameplay. I think it could be added... but consider what i said before smile

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  • #9, by afrlmeMonday, 28. April 2014, 19:59 10 years ago
    They can always give the player a choice via the options menu... like Daedalic do with certain things like opening interfaces via mouse wheel or by hovering/clicking on part of said interface. Or like Rev soft do by allowing the players to choose between modern ui, classic ui, modern dialog (speech bubbles), or classic subtitles (text over character head or in bounding box).

    Simple as adding an if query/condition to control whether to activate turn beforehand or not.

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  • #10, by MehrdadTuesday, 29. April 2014, 15:34 10 years ago
    @Marvel

    Yes , Deponia and ... haven't any turn. But it takes a little more millisecond at the time for play turning,doesn't it ?. Also there is no reason for no add this function to Visionaire studio.sometimes we need for other works .I think this days to 16 direction instead 8 even .I don't no is it possible to VS or not.

    Anyway if you don't mind please let me know an approximate date for add turn function because I'm 2D pro animator and I really want make realistic game smooth cartooning .( remember Neverhood game)
    my animations and official site : www.pershaland.com
    Thanks so much

    @ AFRLme

    Very good idea.

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  • #11, by afrlmeTuesday, 29. April 2014, 17:46 10 years ago
    Yes it's possible to add as many directions as you like. Inside of the vs editor options is a setting for adding direction precision via degrees.

    One issue though. Currently the input box only accepts integer values which means you can't add decimal values... So for 16 directions you would either have to enter 22 or 23 as the degree value, which doesn't really matter anyway.

    Here are the degree values.

    4 = 90º
    8 = 45º
    12 = 30º
    16 = 22.5º (round off to 22 or 23)
    32 = 11.25º (round off to 11 or 12)

    I will look into a script for character rotation when possible as it is something I am also interested in.

    P.S: take into consideration that the more directions you add, the more animation frames there are & thus the more ram/vram (whatever) is required. Same for animations with lots of frames or large animations (images) in general. Something to consider doing is making multiple versions. One with actual amount of frames & then less smooth versions with less frames. Then you give the player a choice to set animation quality & use conditions/values & if queries to determine which characters/outfits/animations to use. Good for people on lower end machines.

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