Well, the old code would link actions (such as a melee attack) to a specific frame of an animation. Because frames were updated sequentially we could be sure no frame and no actions were missed. Now if we want things time based we run into some problems. Here is an example:
Our attack animation has four frames which last 100 ms each. If we call logic() at 88 ticks that results in displaying the first frame of the animation. If we call it again at 213 ticks we have reached the third frame and essentially skipped one frame. If we have an action linked to the second frame then that never takes place.
So my first thought to solving this problem was to simply check whether we have passed the second frame (>= as opposed to ==). But then we also have to keep track of whether we have performed the action or else the character will attack again on the fourth frame and so on. But as well as remembering that we've performed the action we also have to re-enable performing it at some point or else we only get one attack in the whole game. :D So I thought we could simply disable an action after it's been performed for a certain amount of time. It just made sense to introduce a new class for that and it sort of evolved into the concept of Triggers.
I really like this style. Never seen anything like it. I like the progression of the simple ships into more and more complex forms. It appears most of the shadows get clipped though and one of the space ships seems to be missing a shadow completely.
Cool stuff.
Well, the old code would link actions (such as a melee attack) to a specific frame of an animation. Because frames were updated sequentially we could be sure no frame and no actions were missed. Now if we want things time based we run into some problems. Here is an example:
Our attack animation has four frames which last 100 ms each. If we call logic() at 88 ticks that results in displaying the first frame of the animation. If we call it again at 213 ticks we have reached the third frame and essentially skipped one frame. If we have an action linked to the second frame then that never takes place.
So my first thought to solving this problem was to simply check whether we have passed the second frame (>= as opposed to ==). But then we also have to keep track of whether we have performed the action or else the character will attack again on the fourth frame and so on. But as well as remembering that we've performed the action we also have to re-enable performing it at some point or else we only get one attack in the whole game. :D So I thought we could simply disable an action after it's been performed for a certain amount of time. It just made sense to introduce a new class for that and it sort of evolved into the concept of Triggers.
Does that make any sense? ^^
Nice animation. I like the katana trail.
Hehe. I'll have to say no, sorry. I don't currently have time for any more projects. Busy enough as it is. :/
Ooh, I really like the vibes I get from the reference art and all the concept art (two images ^^). Hope to see some more stuff in that style.
Nice. :)
I really like this style. Never seen anything like it. I like the progression of the simple ships into more and more complex forms. It appears most of the shadows get clipped though and one of the space ships seems to be missing a shadow completely.
I don't know much about 3D art but I opened this up in Blender and think it looks pretty sweet.
This thread is fun to read for people who have no idea about perspective or 3D modeling. :)
Good stuff. I was just thinking that Flare needed some icon variations for items.
Pages