Small Tricks Part Two
Author: | BeamSplash
|
Submitted: | 12th August, 2002
|
Views: | 5003
| Rated: |
|
|
Alright, my equipment freak article was deleted, so I'd like feedback on that, but that's not what I'm talking about now. Part One (which it wasn't called before) got some good feedback, but I forgot some stuff. The default platform movement has a problem with moving platforms. This is easily remedied. Have your bottom detector confirm if you are on a moving platform, then move their X and Y positions accordingly. For example, if the platform is moving right, add one to the X value of the character. Left is X minus one, down is Y plus one, and up is Y minus one. If the platform is moving too fast for the character, then change the one to a higher value. You could also use the side detectors and a top detector for moving platforms that the player might grapple on to, so now the side and bottom detectors have a double-function. The user interface should also be convenient. For example, instead of pressing a number or letter key to select a weapon or an item, you could add a next weapon/item key and a previous weapon/item key. Wall climbing (like the kind in Megaman X) can be achieved via side detectors. If the detector is overlapping a wall jump object (which should be invisible), and the player taps jumps, then perform the wall climb. Simple enough, but positioning those detectors can be annoying. Simply set their hot spots accordingly. For the left detector, position th hot spot to the right the desired distance. You'll notice that they drag behind the character. If they are jumping, position the detectors higher so that they will (sort of) stay in position. This should help fix up the platform engine and detector troubles. The UI tip is also very useful.
Cha!
|
|
|