Page 1 of 1

Rotating Actors

PostPosted: Mon Jan 21, 2013 5:06 am
by bamby1983
One of the features I would like to see in GE is a way to rotate an actor so that we do not need to load multiple animations for different angles. Broadly speaking, it should be enough to have a single "angle" variable so that there is a standard GE function on the following lines available:

Rotate("Actor Name", Angle);

It would save a lot of effort for those top-down shooter games where a smooth animation a very large number of animations for every animation sequence in the game.

Re: Rotating Actors

PostPosted: Mon Jan 21, 2013 5:11 am
by skydereign
This has actually already been implemented in version 1.5. We just need to get 1.5 working enough to release.

Re: Rotating Actors

PostPosted: Mon Jan 21, 2013 2:33 pm
by bamby1983
Yay! :D

Any idea what the release date would be (weeks/months/a year)?

Re: Rotating Actors

PostPosted: Mon Jan 21, 2013 7:06 pm
by skydereign
That's a hard question. It really depends on how much extra time akr has to work on gE. I've been trying to figure out the physics set up so I can help work on fixing up the usability of it, but really akr is the one that has done all the physics implementation. Most of my time (which still isn't much) working on the gE source has been going into editor improvements and bug fixes. I would say though that it is still on the order of months before you will see rotation/scaling/physics in gE.

Re: Rotating Actors

PostPosted: Fri Mar 20, 2015 4:08 pm
by themightymekon
Hi Skydereign,

This thread is a couple of years old now.

Is the rotation implemented in the current issue of GE, and if so, please give a simple example?

If this was answered before please give a link to the thread as this was all I can find.


Regards,
themightymekon