Rolling Mechanic - How? TORQUE X 2D
by Solloman · in Technical Issues · 03/16/2011 (9:22 pm) · 0 replies
Hey guys,
Im trying to implement a rolling effect on the main player playing as ball shape, with a simple left, right and jump technique.
(Similar to marble blast ultra)
Heres an example I made, for the game trailer. at 1:20 of the video is the mechanic working.
http://www.youtube.com/watch?v=KspMtYunQds&feature=channel_video_title
Can someone give me a quick brief of implementing the rolling effect!
With accleration and deccleration, and uphill climbing and downhill getting faster, and everything...
Ive knuckled down the jump technique, altough it seems not to work on the Xbox 360;
Im doing this in Visual Studio 2010:
inputMap.BindCommand(keyboardId, (int)Buttons.RightTrigger, jump, null);
}
}
#endregion
public void jump()
{
_sceneObject.Physics.ApplyImpulse(new Vector2(0, -3));
}
With a ForceComponent added on too.
Cheers guys, it would help rele much
Im trying to implement a rolling effect on the main player playing as ball shape, with a simple left, right and jump technique.
(Similar to marble blast ultra)
Heres an example I made, for the game trailer. at 1:20 of the video is the mechanic working.
http://www.youtube.com/watch?v=KspMtYunQds&feature=channel_video_title
Can someone give me a quick brief of implementing the rolling effect!
With accleration and deccleration, and uphill climbing and downhill getting faster, and everything...
Ive knuckled down the jump technique, altough it seems not to work on the Xbox 360;
Im doing this in Visual Studio 2010:
inputMap.BindCommand(keyboardId, (int)Buttons.RightTrigger, jump, null);
}
}
#endregion
public void jump()
{
_sceneObject.Physics.ApplyImpulse(new Vector2(0, -3));
}
With a ForceComponent added on too.
Cheers guys, it would help rele much
About the author
www.solloman.com