Platformer-esque Movement - is it possible?
by Edward Pollard · in Torque Game Engine · 04/03/2005 (8:59 pm) · 6 replies
I'm working on a project that involves distinct movement and shooting modes. The shooting mode is basically your standard third person perspective, but the movement mode should be platformer-esque meaning when you run to the right you see the character in profile. Think Super MArio 64 ... or any 3D platformer in existence.
I've had some ... problems getting Torque to agree to this design conceit. I've got some theories that haven't quite panned out. Can anyone enligten me on the doability of this concept? (or should I return to the drawing board and design this feature out of the product?)
I've had some ... problems getting Torque to agree to this design conceit. I've got some theories that haven't quite panned out. Can anyone enligten me on the doability of this concept? (or should I return to the drawing board and design this feature out of the product?)
#2
Unless I massacred the addition of a straferight animation to the player class. I'm a little uncertain about that code. Since my run right and run forward animations are so similar, I can't say for certain which one is kicking in.
(I'll post some code later, but what I did was add the new sequence to the ennumerated list of actions right under the left strafe animation, and then comment out the condition that dupes going left in for going right. If anyone has a resource on this simple concept I could validate with that'd be keen)
04/04/2005 (8:52 am)
Well, I've added a "straferight" animation (that is the character running sideways) but it seems to blend awfully funny like when in use. If I look in showtool and turn on the sequence I get the character running in profile, but in the engine he sort of slides sideways while running forward.Unless I massacred the addition of a straferight animation to the player class. I'm a little uncertain about that code. Since my run right and run forward animations are so similar, I can't say for certain which one is kicking in.
(I'll post some code later, but what I did was add the new sequence to the ennumerated list of actions right under the left strafe animation, and then comment out the condition that dupes going left in for going right. If anyone has a resource on this simple concept I could validate with that'd be keen)
#3
04/04/2005 (1:08 pm)
I'm doing a platformer, and I've used this resource as well as a couple others for swimming and such. So far, I can tell I have a lot of tweaking to do, but Torque seems up to doing a platformer.
#4
04/04/2005 (1:23 pm)
How about the Movie Like Camera resource to trigger the camera in different zones.
#5
04/05/2005 (3:56 am)
.
#6
I got some very wierd results. Strafing left still works, but strafing right is wierd. Since my strafe right animation is very much like my move forward animation, I can't tell which one its accessing. Since my comfort level with this code is low, I'm concerned I've made a mistake.
(I added the animation to the list of animations in player.h and player.cc, and then deleted the conditional that would map strafing right ot the strafe left animation.)
Does anyone have information on how to properly do this so that I can determine whats going on?
04/06/2005 (1:34 pm)
By default TGE only supports one strafe animation. I poked around in the player class, and tried to add a second animation - one for left, one for right.I got some very wierd results. Strafing left still works, but strafing right is wierd. Since my strafe right animation is very much like my move forward animation, I can't tell which one its accessing. Since my comfort level with this code is low, I'm concerned I've made a mistake.
(I added the animation to the list of animations in player.h and player.cc, and then deleted the conditional that would map strafing right ot the strafe left animation.)
Does anyone have information on how to properly do this so that I can determine whats going on?
Associate David Montgomery-Blake
David MontgomeryBlake