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| animations that corresponds to movent dirction relative to other characters | |
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| Tweet Topic Started: Dec 11 2010, 06:03 AM (159 Views) | |
| DVE | Dec 11 2010, 06:03 AM Post #1 |
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Elite Member
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Well when I decided for my fighting game to go from 2.5/3d in 2D plane to 3d gameplay I realised that I would have a problem, If a character starts on the right side when the left key is pressed then the character is moved toward the other with his waliking foward animation, but if he jumps over the other character and I press left the same thing will happen the problem is the character is no longer moving left relative to the screen , Can someone tell me how to fix this Or even better can some one thell me to get the camera to follow the characters in between while faceing that spot at the same time allowing the movement to always be relative to the point of view of the camera theres a picture attached because I know im not great at trying to make this problem undersatdable. Edited by DVE, Dec 11 2010, 11:45 PM.
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LOLZ TO DA WALLZ BRO | |
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| DVE | Dec 11 2010, 11:46 PM Post #2 |
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Elite Member
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If this doesnt work I will have to move to 2d |
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LOLZ TO DA WALLZ BRO | |
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| Satyr | Dec 12 2010, 02:20 AM Post #3 |
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Captain Gobblecoque
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think about how you'd do it if you were working with sprites in 2d ![]() but instead of changing the sprites, change the first_frame, and last_frame or whatever edit: ( building upon that ) id set up certain prioritized animations, which would check to see if those conditions happened first, like if the player is jumping do the jumping animation, and use 'else' to separate them, Edited by Satyr, Dec 12 2010, 08:11 AM.
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The feeling of homesickness never goes away when you return to your parents home from years of being away. same goes with the smell of ash and smoke from the day you set it ablaze. | |
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| DVE | Dec 13 2010, 12:41 AM Post #4 |
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Elite Member
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yeah but I want the camera to make it so that the characters are on the same sides of the screen as they started at all times |
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LOLZ TO DA WALLZ BRO | |
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9:11 PM Jul 11