New AI movement suggestion
New AI movement suggestion
So, I have been playing around with the editor for a few days now, and I had an idea that I am trying to implement. It is not working quite as I planned with rotations.
I would like to see a horizontal and vertical movement option. I don't know how feasible this is to implement into the editor and overall game design, but it would be something like the following:
moveHorizontal, part#, speed, minimum, maximum, startPoint
moveVertical, part#, speed, minimum, maximum, startpoint
What these would do, is move a part either horizontally or vertically. They would be relative values. It would work similarly to the way rotation currently works, but would simply move a piece along either the x or y axes.
Let me know what you think of this, and whether or not it is implementable. Until then, I will continue working on my trig until I figure out how to do this with rotations. (I am currently about 60% finished figuring out the math of it by my calculations.)
EDIT:
I have the horizontal motion tweaked as much as possible within the limits of the Zeta Flow script engine. you can see what I'm talking about here:
Redsatori - Close Encounters of the 3rd Kind
I would like to see a horizontal and vertical movement option. I don't know how feasible this is to implement into the editor and overall game design, but it would be something like the following:
moveHorizontal, part#, speed, minimum, maximum, startPoint
moveVertical, part#, speed, minimum, maximum, startpoint
What these would do, is move a part either horizontally or vertically. They would be relative values. It would work similarly to the way rotation currently works, but would simply move a piece along either the x or y axes.
Let me know what you think of this, and whether or not it is implementable. Until then, I will continue working on my trig until I figure out how to do this with rotations. (I am currently about 60% finished figuring out the math of it by my calculations.)
EDIT:
I have the horizontal motion tweaked as much as possible within the limits of the Zeta Flow script engine. you can see what I'm talking about here:
Redsatori - Close Encounters of the 3rd Kind
The world keeps a balance, through mathematics, defined by whatever you've added and subtracted.
Atmosphere, Godlovesugly
It's better to be choking your chicken in hand than to be tossing your rocks off in a bush.
Shin Chan
Atmosphere, Godlovesugly
It's better to be choking your chicken in hand than to be tossing your rocks off in a bush.
Shin Chan
You could also make it this way : P
http://zetaflow.skylogic.ca/ZetaFlow.php?ID=2706
But it's not that good for some things like for that example of yours.
http://zetaflow.skylogic.ca/ZetaFlow.php?ID=2706
But it's not that good for some things like for that example of yours.
That is much smoother than the way i ended up implementing it. I would love to see the script and setup you used for that one Mouzi.
Currently, on my space invaders level, it has a bit of an arch going on. That is definitely something I'd like to get rid of if at all possible.
Currently, on my space invaders level, it has a bit of an arch going on. That is definitely something I'd like to get rid of if at all possible.
The world keeps a balance, through mathematics, defined by whatever you've added and subtracted.
Atmosphere, Godlovesugly
It's better to be choking your chicken in hand than to be tossing your rocks off in a bush.
Shin Chan
Atmosphere, Godlovesugly
It's better to be choking your chicken in hand than to be tossing your rocks off in a bush.
Shin Chan
That's pretty slick! I was trying to get the same effect, but the best I could do was a flattish curve, by putting an axis of rotation way off the screen and rotating through a tiny angle at very slow speed.
I wish I'd thought of your trick; it's obvious enough in hindsight, like many clever ideas. You can get horizontal or vertical (even diagonal) motion, or various kinds of flattened circles, if you change the spacing and initial position. Changing the rotation speeds can make some interesting looping effects. This gives me some ideas; thanks for showing us how to do it!
I wish I'd thought of your trick; it's obvious enough in hindsight, like many clever ideas. You can get horizontal or vertical (even diagonal) motion, or various kinds of flattened circles, if you change the spacing and initial position. Changing the rotation speeds can make some interesting looping effects. This gives me some ideas; thanks for showing us how to do it!
No problem :) Too bad I'm not that good in creating cool levels so it's not useful for me :/
EDIT:
This one is also pretty fun:
http://zetaflow.skylogic.ca/ZetaFlow.php?ID=2730
EDIT:
This one is also pretty fun:
http://zetaflow.skylogic.ca/ZetaFlow.php?ID=2730
My brain is having issues trying to figure out how to get sprites on the screen that have no actual use. lol. I will figure it out eventually.
The world keeps a balance, through mathematics, defined by whatever you've added and subtracted.
Atmosphere, Godlovesugly
It's better to be choking your chicken in hand than to be tossing your rocks off in a bush.
Shin Chan
Atmosphere, Godlovesugly
It's better to be choking your chicken in hand than to be tossing your rocks off in a bush.
Shin Chan
The problem with that sprite thingy is that when you add movement there the parts may sometimes destroy you.
And by the way; here's one trick again :D
And by the way; here's one trick again :D