SONIC style Paths - coming soon

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SONIC style Paths - coming soon

Postby feral » Sun Jun 22, 2008 7:26 am

SONIC STYLE PATHS
SONIC.jpg

it does not use arrays or paths, but instead auto-detects the ground tiles or ground sprites and "sticks" to them ! no further programming required.. 8)

attached is a quick demo.
SONIC.zip
windows exe
(1.34 MiB) Downloaded 269 times

I am currently fine-tuning, and rewriting it as a function (like GE's MoveTo) and will post as soon as possible
(it currently cuts some corners but i can fix that ..)

all you hedgehog nuts out there... get ready :lol: :D

feral

oh, and it also returns the angle you are at, in degrees, so you can draw the correctly rotated sprite(s)..
I couldn't find a rotating hedgehog sprite.. sorry.. :?
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Re: SONIC style Paths - coming soon

Postby Spidy » Sun Jun 22, 2008 9:07 am

very nice feral are can release this demo game data??
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Re: SONIC style Paths - coming soon

Postby stevenp » Sun Jun 22, 2008 9:32 am

thats cool,

i read thats how 3d games distinguesh what a "floor" is

they take the players z coordinates, and the floors coordinates, and say, make sure the distence between the floor, and player is always the same,

this makes sure that when you walk up and dwn stairs, you move up and down it,

altho jumping and crawling are exceptions
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Re: SONIC style Paths - coming soon

Postby Spidy » Sun Jun 22, 2008 9:47 am

stevenp wrote:thats cool,

i read thats how 3d games distinguesh what a "floor" is

they take the players z coordinates, and the floors coordinates, and say, make sure the distence between the floor, and player is always the same,

this makes sure that when you walk up and dwn stairs, you move up and down it,

altho jumping and crawling are exceptions


yeah maybe u are right stevenp
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Re: SONIC style Paths - coming soon

Postby feral » Sun Jun 22, 2008 10:22 am

Spidy wrote:very nice feral are can release this demo game data??



absolutely.. :D

i just want to clean it up a little more, and make it easier to use

will be coming soon..

cheers
feral

ps: i can't wait to see what people do with it :lol:
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Re: SONIC style Paths - coming soon

Postby feral » Sun Jun 22, 2008 10:36 am

stevenp wrote:thats cool,

i read thats how 3d games distinguesh what a "floor" is

they take the players z coordinates, and the floors coordinates, and say, make sure the distence between the floor, and player is always the same,

this makes sure that when you walk up and dwn stairs, you move up and down it,

altho jumping and crawling are exceptions



ummm...errhh

well..

this will work with jumping , crawling, and for example, say you want to run up a slope, but , then you don't have enough speed to fully run up it, you start to slide back down....

or if doing a loop like sonic does, if you don''t have enough speed by the time you get to the top of the loop you fall..


it will be something like
if angle>90 and velocity < climbspeed
{
speed =-speed // ie: go backwards until less then 90 degree slope
additional code
}

if fact it should let you do something like
http://armorgames.com/play/301/fancy-pants-adventures

which is what inspired me... thanks to jimmynewguy for pointing it out to me...

code coming soon ( i promise :twisted: )
feral
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Re: SONIC style Paths - coming soon

Postby sonicunleashed » Tue Jul 29, 2008 2:07 am

hey can some one teach me how to do homing attack in game editor :D :( :o :roll: :wink: :wink: :wink: :wink: :wink: :wink:
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Re: SONIC style Paths - coming soon

Postby Kalladdolf » Sat Jun 13, 2009 4:17 pm

Have you already released the source files for this advanced function? I'm not quite sure, I haven't found it anywhere.
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