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#16
Posted 26 September 2012 - 06:30 PM
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#17
Posted 17 October 2012 - 03:44 PM
I just need help programming a switch code that could work with a Sonic engine, currently, I'm trying out the Super Ring Engine.
#18
Posted 17 October 2012 - 05:26 PM
littlegear, on 17 October 2012 - 03:44 PM, said:
I just need help programming a switch code that could work with a Sonic engine, currently, I'm trying out the Super Ring Engine.
There are so many routes to accomplish this. Depends on what you want, and if they're going to switch locations, or just sprites, camera position, etc.
#19
Posted 18 October 2012 - 12:00 PM
#20
Posted 18 October 2012 - 12:26 PM
littlegear, on 18 October 2012 - 12:00 PM, said:
Personally, it's a long procedure, but I'd go about it by copying the code for player one, and making a player two. I'd then go about it by creating AI for both players, and just having a flag whether or not it's in effect, and to ignore controls if it is or not. That way, you'd have a button to switch between the two and bam.
There's a way to have code for just one player, and just have multiple instances of the player object, but it would be pretty time consuming to do.
#22
Posted 05 November 2012 - 01:03 PM
This would be the sort of thing that I am trying to achieve, I have been thinking about it for ages, and I know how to get if it is collided or not, I just don't know how to go about getting the tangent/normal for the collision.
Any help would be appreciated, doesn't have to be code, just a method for doing it will be great!
#23
Posted 05 November 2012 - 01:28 PM
never got off the ground as he was busy with schooling and I was busy with home renovations and GHZ 2.5D at the time.
It's a kind of long winded explanation. and would require some illustrations to go along with it.
If and whenever I get some time I could draw up a proper presentation.
for now I'm super busy with Xtreme and home renovations.. >__<
I had however modeled out many of the chunks in 3D from Sonic 1,
the normals were also set to face the same direction between the chunk surface endpoints so that they were balanced out to be in the middle.
Another way to do it would be by chunk name, or even material ID.
Whatever ID or chunk sonic touches would determine his physics for jump and acceleration or slope interactivity.
#24
Posted 05 November 2012 - 02:20 PM
Andrew75, on 05 November 2012 - 01:28 PM, said:
never got off the ground as he was busy with schooling and I was busy with home renovations and GHZ 2.5D at the time.
It's a kind of long winded explanation. and would require some illustrations to go along with it.
If and whenever I get some time I could draw up a proper presentation.
for now I'm super busy with Xtreme and home renovations.. >__<
I had however modeled out many of the chunks in 3D from Sonic 1,
the normals were also set to face the same direction between the chunk surface endpoints so that they were balanced out to be in the middle.
Another way to do it would be by chunk name, or even material ID.
Whatever ID or chunk sonic touches would determine his physics for jump and acceleration or slope interactivity.
Sounds good, the chunk method could at least help with optimization (minimizing the size of any for loops should they need to be called).
I was originally going to use 2D, however I may reprogram it so that either 2D or 2.5D can be used. Obviously it means more work but if I keep the method calls synchronised it should be ok.
#25
Posted 05 November 2012 - 02:39 PM
this way you have way more control.
also the (non collision) visual mesh can still look like anything you desire without having to make so many models.
AXSX actually uses this for switching between 3 gravity / gameplay modes.
Edit: what game engine you using ?
#26
Posted 05 November 2012 - 04:45 PM
Andrew75, on 05 November 2012 - 02:39 PM, said:
this way you have way more control.
also the (non collision) visual mesh can still look like anything you desire without having to make so many models.
AXSX actually uses this for switching between 3 gravity / gameplay modes.
Edit: what game engine you using ?
Yeah, my experience with Unity allowed me to figure out that I should make the collision mesh separate from the visual mesh. Even in 2D this is extremely useful with collision masks, as shown by the original sonic engines themselves.
As for engine, I am in fact attempting to build one with DirectX and C++. It is mainly for personal experience; but if I ever do finish it it will be a lightweight, optimized, easy to use open source alternative to other game maker or mmf engines. I would include a graphical level editor as well as a code based scripting tool (probably will be C++, I don't currently have the knowledge to implement another language). But obviously it is a long journey until I reach that stage, so any progress will end up in the general project thread :P
That's why I initially wanted it 2D rather than 2.5D, to keep it simple and to serve as an alternative to Game Maker engines rather than GDK or Egg Engine which I believe are excellent already and do not need alternatives.
EDIT:
Well, I asked on a chat room I regularly visit, turns out at least for 2D the answer is simpler than I thought.
The normal vector is from the point of collision to the center (or closest to) of the player if the player collision is a circle. Silly me >.<
Then for 2.5D I intend to use a separate physics engine for that. I don't think I have time to learn how to do 3D collision (I have still barely done calculus in school anyway so... :P)
#27
Posted 05 November 2012 - 05:15 PM
#28
Posted 05 November 2012 - 05:42 PM
BlackHole, on 05 November 2012 - 05:15 PM, said:
Unity3D is a free (sort of) 3D game engine with built in graphics, physics and cross platform compatibility.
C# and a modified javascript are the languages used by it, so it is pretty easy stuff. The API, I must say is excellent, everything is provided and for a flat platformer like Mega Man X you should have no trouble. I recommend making a few test projects though just to get a feel for the engine before starting on your full thing.
I'm not sure what your experience with coding and maths is, but in order to make sure all your stuff works the first time you code it, you'll want a decent level of understanding of vectors and normalisation, and a low level knowledge of quaternions is also useful.
#29
Posted 05 November 2012 - 06:03 PM
Relick, on 05 November 2012 - 05:42 PM, said:
Well my experience with maths is...hang on....subract the 2, carry the one...absolutely none. My apologies for wasting your time.

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