angular velocity, constant gravity?

Game Editor comments and discussion.

angular velocity, constant gravity?

Postby beefwelington » Tue Aug 15, 2006 1:56 am

edit2: okay I guess the this is no longer about angular velocity or constant gravity, because I figured both of them out before anybody responded, but now I've got a question about syncing up an actor's orientation with the "angle" function. If the angle of the actor is, say 45 degrees, I want my actor (say it's a pointing arrow) to point in the same direction as its angle.

In other words, I just want some sort of visual representation of the angle. I don't care much how it's done, but I need to see which direction it's pointed.
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Postby Novice » Tue Aug 15, 2006 9:38 am

The zero is at 3 o'clock and it goes anticlockwise, so just make your animation start pointing to the right and rotate anitclockwise, this should make your animation and angle synced.
Why do i always get stuck?
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Postby beefwelington » Thu Aug 17, 2006 2:53 am

Novice wrote:The zero is at 3 o'clock and it goes anticlockwise, so just make your animation start pointing to the right and rotate anitclockwise, this should make your animation and angle synced.


is there a function to rotate a single-frame animation without drawing the full 360 degrees of animation?
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Postby Novice » Thu Aug 17, 2006 12:58 pm

GE can't do rotations, i hope it will be able in next versions.
Why do i always get stuck?
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Postby marathon332 » Fri Aug 18, 2006 11:22 pm

Makslane may be adding rotation to the new version... I don't know but he has said that it could cause problems on slower machines like Pocket PC's...

Until then, you should try this free software I found that makes sprite rotation a snap.

It's called Beneton Movie Gif and it is very cool and useful for people like us.

Check it out at:

http://benetonfilms.com/software/Beneton_Movie_GIF.php
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