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LB
Registered 08/08/2009
Points 25
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"(the level layout doesn't affect vehicles' orientation, partly because it's something I've never done before, and partly because my inner arcade gamer likes to keep it that way)"
I see that you don't want to put this in the game, but I wanted to show you how to do it just because.
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=181821
Just found this old account from when I was 15 lol
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HitmanN What's this
Registered 12/09/2009
Points 3002
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Thanks. I've checked a similar example before though. Same stuff with calculating the vector with ATan2, etc.
I'm sure it's not hard to do, but in case of "Tank Game", you have units bouncing from explosions and stuff, the vehicle orientations would need to follow for this to mean anything. Basically the number of scenarios the vehicle could end in is almost endless. What if it's on an edge of a cliff? Does the end of the tank that is over the edge drop down when it's far enough? Does that mean the tank can come falling down sideways? What if it lands like that? How do you reorient the vehicle on the new surface? What if the surface is also jagged? What if the vehicle ever lands upside down?
It quickly becomes a nightmare when you have tanks that can fly and come falling down in 360 different angles. ^^; Best keep it simple for a game like this.
I do want to try something like that sometime though, maybe in another game.
"He who controls the chicken, controls the egg!"
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LB
Registered 08/08/2009
Points 25
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Yeah maybe in Tank Game 2 you can use Box2D or Phizix.
Just found this old account from when I was 15 lol
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HitmanN What's this
Registered 12/09/2009
Points 3002
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Perhaps.
"He who controls the chicken, controls the egg!"
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Sketchy Cornwall UK
Registered 06/11/2004
Points 1970
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Since the tanks can fly(!) why not just make them hover-tanks?
What I mean by that, is redraw the sprites without any wheels, and make them always float a few pixels above the ground. That way there'd be no reason for anyone to expect them to change orientation as they go up slopes etc.
n/a
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HitmanN What's this
Registered 12/09/2009
Points 3002
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That's how they were at very first, actually. The units just looked a bit boring like that. People like their tanks with tracks 'n all that.
Technically all units are still hover-units though, as they have the ability to lift up whenever needed (if there's energy to do so). The glowing part under most units (not visible in the Artillery though) is their jet engines. Gyro Scout and Gunship have rotors.
Units with tracks or wheels can also move on ground with lower energy expense, so it's a tactical aspect for them to not have to rely on 'hovering' to move around all the time.
All in all, the blocky look of the game should be enough to convince people not to expect too elaborate orientations. The more I worked on this, the more I was convinced it could even feel out-of-place. I think I'd rather experiment with the physics extensions than take away key features from the game.
There's so many ways this game can go in future, but for now... step at a time.
"He who controls the chicken, controls the egg!"
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