Old stuff: Sprite parts
Posted: Tue Jan 05, 2010 1:28 pm
I don't think this has been covered clearly enough on the forum and also someone has asked about it in the comments of one of my levels so I decided to write it down.
Click here for a new example level.
The green example on the left is showing that rotation with speed 180 makes it possible to go through the parts (lower speeds too as long as the pieces aren't overlapping). Though it still doesn't look too good because it flickers.
So, the cyan example on the right is showing that if you add a corresponding mirrored part on the other side of the rotating part it looks like it's staying still.
But there are also limitations, which makes this not so useful in some situations. The last example at the top is showing that if one of the parts goes off-screen the other one becomes solid again. Another limitation is that this doesn't always work with moving ships.
And yes, I know the meter isn't linear ;P it's there just for show.
Click here for a new example level.
The green example on the left is showing that rotation with speed 180 makes it possible to go through the parts (lower speeds too as long as the pieces aren't overlapping). Though it still doesn't look too good because it flickers.
So, the cyan example on the right is showing that if you add a corresponding mirrored part on the other side of the rotating part it looks like it's staying still.
But there are also limitations, which makes this not so useful in some situations. The last example at the top is showing that if one of the parts goes off-screen the other one becomes solid again. Another limitation is that this doesn't always work with moving ships.
And yes, I know the meter isn't linear ;P it's there just for show.