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-   -   Moving landscape challenge. (https://forums.graalonline.com/forums/showthread.php?t=53257)

Raelyn 06-19-2004 09:46 PM

Moving landscape challenge.
 
Ok, I wasn't sure what category this falls under, as far as graphics or scripting, but I am going to post it here. :whatever:

I am trying to make the landscape beneath the player, constantly moving, and I am not sure if there was a way to script this, or if it should be done graphically, like with an animation that makes it look like the ground is moving when it's actually not. What I want is the ground to always look like the player is moving north very fast, and if they move south, it should look slower, and if they move north, it should look faster. Any thoughts? I'm not sure if tiledef2 can use mngs to replace the tileset or something, but, I am running out of ideas here. :\

Also, I just thought of this, (not really worried about it just yet, but thought I'd throw it in) while online, is there a way to make the speeding up and slowing down effect player specific and seperate for each player on the level?

Thanks for help and suggestions in advance. ^^

Projectshifter 06-19-2004 10:41 PM

Hmm... need to know what it is used for. If it's just a temporary animation where the player is not actually moving but appears to be moving, then you could just do a gani and would be better done graphically. However, if it's where the player actually moves, there are a couple ways to do it. I don't see why you wouldn't just do regular large levels, bu the second way is to constantly do updateboard clientsided and have it do something such as tiles[x,y] = tiles[x,y-1]; to get the tile right above it. Need more information on what you're wanting to do.
-Projectshifter

Raelyn 06-19-2004 11:36 PM

Ok, I'm trying to make something similar to the player flying "north" and it's constant, not temporary, it will continue to do this the entire time, the player should be able to move north, east, south and west, but if the player moves north, the ground beneath them should go by faster, and if they move south, it should slow down. So, it basically shows accurate physics of the speeding up, and slowing down process as well as the ground below them constantly looking like it's moving. Is that more helpful?

Polo 06-20-2004 01:26 AM

Because of what your describing, I dont think changing the tiles would suit you. instead you should have a fixed ground surface, somthing plain, like straight green, so players dont realise, and then a series of showimages for things such as trees, bushes etc...

These images would wrap around the screen and have varying speeds and directions depending on which way the user is 'flying', and would all be shown clientside. This would (i think) give you the effect you want, and would have the smoothest motion of the suggested methods.

'If' i'm not too busy, I'll probably cook somthing up for you if you ask nicely.

Raelyn 06-20-2004 03:25 AM

Well, if what you're suggesting would allow for multiple players to be "flying" on the same level and actually be able to move about the level and around each other while still giving the look of flying, that sounds great. ^^ Not that the player would just be in the middle of the screen standing there or something while it moved around them. x_x

Projectshifter 06-20-2004 05:20 AM

Quote:

Originally Posted by Polo
Because of what your describing, I dont think changing the tiles would suit you. instead you should have a fixed ground surface, somthing plain, like straight green, so players dont realise, and then a series of showimages for things such as trees, bushes etc...

These images would wrap around the screen and have varying speeds and directions depending on which way the user is 'flying', and would all be shown clientside. This would (i think) give you the effect you want, and would have the smoothest motion of the suggested methods.

'If' i'm not too busy, I'll probably cook somthing up for you if you ask nicely.

I disagree with this. This is more of a local thing, and wil not be valid for each person. If you're wanting it to move faster in one direction, the most obvious concept would be a custom movement system. Just increase the rate of flying north vs. flying south or another direction. That way it stays valid for all players, not just the local player.
-Projectshifter

Raelyn 06-20-2004 06:05 AM

Ok, so, I'm entirely lost here, was my explanation fubar? Is this an impossible concept? Have I just done my usual thing and thought of something completely off the wall that no one has ever cared about doing before? :\


Note: Don't bother making a ciggarette lighter adapter for your toaster, making toast in your car is messy. ^^

Andy0687 06-20-2004 09:15 AM

a NAT i once hired on babylon did something similar to what your asking, except he only incorporated left to right movment, but when you went with it you went faster as if you went towards it, you went slower. "fighting the current"

The movement and everything was pretty smooth, done with default movement too.

Polo 06-20-2004 10:44 AM

Quote:

Originally Posted by Raelyn
is there a way to make the speeding up and slowing down effect player specific and seperate for each player on the level?

I was confused by this. If your speeding up and slowing down, with multiple players on the level, then you going to need to move players around the screen, and then have a backroungd which wraps at a constant speed (I still think changing the tiles would look ugly here).

Dach 06-20-2004 07:44 PM

don't undertake projects that are more advanced than your skills

Trevor 06-20-2004 08:18 PM

Thats stupid. If you don't, how will you learn? I do projects all the time in C in which I don't have to skills or knowledge to complete when I begin, but that is how you learn.

nonis 06-20-2004 10:34 PM

me too...thats how i became a scripter...though i cant script very advanced things i still try

Malinko 06-20-2004 10:55 PM

You can just make an image with setshape2 and make that move around. Cloud from Valikorlia had something like that, he made his own image, with lights around, which a nice shadow below it about 20 y coordinates. Other than that, doing it with tile arrays, that would just be a waste of time.


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