1
Ask a Question / Re: Is there anyone?
« on: December 08, 2014, 12:34:45 pm »
Is there a point when Stencyl has one built in?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Start with Sonic the Hedgehog's Loop Running and Turn it Inside-Out.
And then just change the Collision Boxes under Actor's Options. Make them curved around the edges.
Something like If within Range of Planet Center, and not within range of bump or slope on surface of Planet,
have Actor angle Look at Center of Planet and gravitate/move toward that, (make sure rotation is on so character will angle)
Otherwise If within range of bump or slope or whatever obstacle on surface of planet, set to Look at Center of that object.
Otherwise set gravity to zero and angle toward direction pressed (so can spin the character while flying thru space) and set a movement in that direction if you have on jetpack.
A customized gravity/acceleration would be best as things like the 'push this actor by this force' oftentimes lead to some nasty glitches which are more trouble than the seeming ease of "I'll just use this ,it's already there" form of lazy mentality is worth.
The bullet/missile's speed and angle along with planet gravity will probably be factor in making it continuously spin around planets, but to make it drop to the planet, you may need to add something extra like friction where there is a steady decrease
of speed so gravity pulls it in more after time. Satellite + Friction = plummeting to Earth? I'unno .. heh.
All this is a lot easier said than done, but hey, it's fun to say it.
I have done something very similar to this in a different programming language before and basically you have to implement your own custom gravity system. You can point towards the closest planet (if you have multiple) and you apply a for pushing the actor to the point. I believe Stencyls collision system should be fine for this but when I made it I used distance from the center to define collision.
For motion you get the position you are at and find the distance from the middle then you move so you are still that distance from the middle but more around. (This can probably be explained better if you want).
NB: if you have multiple planets you can be more complicated by using theoretical mass and therefore gravity etc. but I'm not sure how complicated you want it so I won't go into that yet.
Thank you guysThe fact that it generates them automatically is amazing! Nice job and keep up the good work!
Sprite DLight doesn't actually provide any shader code to implement dynamic lighting in game engines, the output of the tool is still images.
However, any normal map shader will work.
@LewCorp: Thanks for backing
I guess you found the difference, but for future readers of the thread a very short summary:
Sprite Lamp combines 2-5 hand drawn lighting profiles to a normal map.
Sprite DLight automatically generates a normal map from an existing sprite.
Just out of personal interest, is this very similar to Sprite Lamp (www.snakehillgames.com)?
If not what are the differences? I'm asking because I am planning on investing in a sprite dynamic lighting tool soon, and I would like to know which one to choose.
Thanks!