Circular Movement - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +--- Thread: Circular Movement (/showthread.php?tid=7110) Pages:
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Circular Movement - mfc - 10-02-2011 How to make a ball moving circular? Does it require to be master at hit_j: tag? Are there any other ways to manage it without hit_j: tag? -I don't have problems with that tag but you know, it is messy as hell and needs waste of many frames... RE: Circular Movement - YinYin - 10-02-2011 yes and no takes about 30 wait 0 frames for a nice circle gives you 100% control about the smallest second of this object in game - not too bad really edit: if it's too fast you might of course need 90 or 180 frames instead :p RE: Circular Movement - mfc - 10-02-2011 You mean about this: 1st 30 frames: dvx: 1 ; hit-j: 49 2nd 30 frames: dvx: -1 ; hit-j: 49 3th 30 frames: dvx: -1 ; hit-j: 51 4th 30 frames: dvx: 1 ; hit-j: 51 may need little tweaks RE: Circular Movement - Silverthorn - 10-02-2011 nah, that'd create some sort of rectangular/diamond shape (disregarding any deceleration caused by the switch from dvx: 1 to -1). You probably rather need some careful adjusting that depends on where the object is currently located. I felt so free to kind of illustrate it (wasn't quite sure how to name the x-axis; "location" would probably fit better): Basically, you'll need to adjust hit_j depending on where you currently are. The further to the left/right you are, the greater the variation of hit_j. Depending on the size & smoothness of the circle, you'll need accordingly many frames. My guess is that drawing such a circle at different resolutions helps in defining these values necessary. RE: Circular Movement - mfc - 10-03-2011 Ok, i got it bp, but i have a different easier solution in my mind. But before talking about that i need to know answer of this question: What does a chaseball chase? Nearest enemy's Centerx-y or his com logo or his body point... If i would be near my comp, i wouldn't ask it but i'm not ... RE: Circular Movement - YinYin - 10-03-2011 object position on ground (centerx and z position) and sometimes also centery depending on your chase also the ones i'm currently working with seem to pick the closest enemy and then chase it until they are forced to pick a new target (changing team or target being gone for example) RE: Circular Movement - Silverthorn - 10-03-2011 Com-logo's not chased. Jump into the air and watch Dennis's chaseball or Bat's bats (oh, pun, you so silly) getting you. Iirc, AI wants to attack you even if you are in frames that don't contain any bdy, so I guess the same applies for chaseballs. Five cents on centerx/y edit: oh, the sweet smell of ninjary RE: Circular Movement - empirefantasy - 10-03-2011 I am thinking about another way without hit_j and dvx. Just make a big object with black image and with the ball in it around.There needs to be a lot of pics (example: 12),with all ball positions.so it looks like a ball which is moving. @simon nah,i mean something else. Anyways this easy technique,dont let to you to put proper itr and bdy.so better forgot about it. RE: Circular Movement - Simoneon - 10-03-2011 Haha, empirefantasy, you're so cheesy Think about what'd happen if you spawn that object and in the upper area character tries to walk through Or you mean something else? RE: Circular Movement - mfc - 10-03-2011 So here my idea comes: Create the ball you want as a chaseball which's centery is under deep ground. And create a ball (i'll call it f ball) which holds a t0 object which has these: 1) its centery is deep ground so chaseball will chase it. 2) also pic 999 etc f ball will change its position with hitj and dvx tags and attract the chaseball and it will pull it in a path of circle but we don't have to calculate many things in here. @empirefantasy: i dont want big sprites i want exact movement. (10-03-2011, 01:57 PM)YinYin Wrote: also the ones i'm currently working with seem to pick the closest enemy and then chase it until they are forced to pick a new target (changing team or target being gone for example) What about manipulated judgement of devil? (jan d^a) just an idea:P |