Turn Player before walking

  • #10, 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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  • #11, by MehrdadTuesday, 29. April 2014, 18:26 10 years ago
    Oh really thanks. that's very useful for me.
    I don't familiar with Lua yet. if you find any way for turn character please let me know.
    thanks again

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  • #12, by MehrdadWednesday, 30. April 2014, 15:39 10 years ago
    Sorry I can't wait because I have to begin start project this week.
    Isn't any manual lua code or any other tricks for play a turn custom sprite animate before walking to direction?

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  • #13, by afrlmeWednesday, 30. April 2014, 16:05 10 years ago
    Yeah sure there's probably a way to sort it out with Lua, the data structure parts, animation index for characters & adding scripts to individual animation frames. I don't have the time or inclination to mess around for 5 million hours trying to work out how to sort it out like that. The most ideal solution would be if there was a hook which listens out for when characters (global) get new destinations & the current direction they are facing based against direction they will be heading off in. With something like that I could probably write a script easily enough.

    Can't you work on other stuff until later on? I'm no sure how long until the RC update comes out but I've been told it shouldn't be too long. Hopefully some time next month. I don't know if the hook function Alex was talking about will be included though. I don't have a changelog, so only Alex & the other devs can set an exact date & tell us what will be included.

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  • #14, by MehrdadWednesday, 30. April 2014, 16:31 10 years ago
    Thanks for answer
    Yes I can work on other things. But my main problem is I have to show a very little demo of my work and Visionaire operation to other before purchasing indie+ mobile license.

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  • #15, by afrlmeWednesday, 30. April 2014, 16:40 10 years ago
    Well sorry to hear that but I've not got the time at the minute to work on a workaround method for it right now. & I'm sure you wouldn't want to spend an age & a ton of hassle each time trying to make the characters rotate?

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