ID:153335
 
I was coding along on Racer Euphoric's racing game, when he hit me with a question I have no solution to. His game uses cars that are from the full side view when moving east/west(64x32), and one tile "back" and "front" views when going north/south. His question was, "How are we going to make these turn? I don't want them just snapping into the next position.". He wants to add drifting and such, which also can't function without a solution to this.

Any ideas?
I think First you'd have to have the turning graphics, you know the diagonal directions...then like...check to see which direction the player is facing, then when they hit another direction, say their going east, and then head north...You could make it run through the state that is appropriate to that turn...
Enigmaster2002 wrote:
I was coding along on Racer Euphoric's racing game, when he hit me with a question I have no solution to. His game uses cars that are from the full side view when moving east/west(64x32), and one tile "back" and "front" views when going north/south. His question was, "How are we going to make these turn? I don't want them just snapping into the next position.". He wants to add drifting and such, which also can't function without a solution to this.

Any ideas?


Theodis has something just for this, go look 'em up. And, on a side note, that just reminded me of a funny joke. =D

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The joke has been removed by the moderator. Even if it was meant and taken in a light-hearted fashion, allowing it opens up the floodgates to a whole realm of insensitive, stereotype-based jokes.
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In response to Goku72
Theodis has something just for this, go look 'em up. And, on a side note, that just reminded me of a funny joke. =D

Wll although my solutions makes turning smoother there still is no drifting. I think OFD's little demo had drifting in it but good luck getting any source out of him :). It wouldn't be too hard to add to my demo but making the movement scheme more complex won't be a good idea until BYOND supports a better input handling.