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fuzinavl![]()
![]() Joined: 06 October 2004 Posts: 287 |
19 March 2006 04:14 (UK time)
1. (important) sliding instead of sticking (seperate horizontal & vertical movement per physics frame) 2. (important) automatic screen panning for speedy movement (tie to vehicles, general game options, or both ?) 3. (not as important) shrouders! (yes, I know I'm repeating myself) You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
19 March 2006 04:32 (UK time)
You are repeating yourself, but thats ok because these features are really important and I like them a lot. I would also like a basic physics engine, for moving objects. Just assign weight values.
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James Bunting
Posts: 1308 |
21 March 2006 00:26 (UK time)
1. I really have to agree with you on this one. The sticking thing is very annoying. 2. Not sure what you mean here. Are you talking about rotating the screen around the player/vehicle etc? 3. Yes it would be a nice touch but that would go hand in hand with 2 for reasons which I will explain some time soon. You need to login to create posts in this thread. |
fuzinavl![]()
![]() Joined: 06 October 2004 Posts: 287 |
26 March 2006 23:00 (UK time)
2. I mean: If you're flying a fast jet, the screen should be centered towards where you're headed. Panning distance from you according to how fast you're going. ([disorienting] screen rotation is not involved.) 4. (mentioned by papercut) basic 2d physics and weighted collisions requires friction. WOuld there be friction_kinetic and friction_static, or just friction_kinetic? Would sectors get friction variable(s), or would it be a per-level variable to account for rainy days? 5. <b><i>new</i></b> helicopter movement: needs gradual direction and speed changes. (will also help in "smoothing" network play) // 1. determine thrust angle if keypressed(d) heli.thrust.angle = 0; if keypressed(w) heli.thrust.angle = 64; if keypressed(a) heli.thrust.angle = 128; if keypressed(s) heli.thrust.angle = 196; if keypressed(d && w) heli.thrust.angle = 32; if keypressed(w && a) heli.thrust.angle = 96; if keypressed(a && s) heli.thrust.angle = 160; if keypressed(s && d) heli.thrust.angle = 228; // 2. apply thrust angle helicopter.vx += cos(heli.thrust.angle) * heli.thrust.magnitude/fps; helicopter.vy += sin(heli.thrust.angle) * heli.thrust.magnitude/fps; // 3. enforce speed limits (code cut from elsewhere) //If you want a simple speed limiter: float speed = sqrt( speed.x * speed.x + speed.y * speed.y ); if( speed > maxSpeed ) { speed.x *= maxSpeed/speed; speed.y *= maxSpeed/speed; } //If you want to slow the speed of the ship gradually over time: (like friction) float speed = sqrt( speed.x * speed.x + speed.y * speed.y ); float targetSpeed = speed - friction; if( targetSpeed <= 0.0 ) { speed.x = 0.0; speed.y = 0.0; } else { speed.x *= targetSpeed/speed; speed.y *= targetSpeed/speed; } Edited: 26 March 2006 23:43 You need to login to create posts in this thread. |
40oz![]()
![]() Joined: 03 January 2004 Posts: 1799 |
31 March 2006 03:48 (UK time)
A game like Grand Theft Auto 1 and 2 (which was also a top down view game) gets around the view problem by zooming out as you pick up speed, and showing more of the direction your going in.
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