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Frozen Particles and Players
Frozen Particles and Players
| Name: | Ramen-sama | |
|---|---|---|
| Date Posted: | Jun 04, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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Blog post
Well i've been doing more work on my battle system. setting it up for overlapping character/enemy turns similiar to how things are done in the grandia series.
the battle is in semi-real time, with pausing in time for characters commands. everything except the active character freezes in place while characters are making their decisions. so when the command is made it appears as though it was an instant decision making process.
Oh, of course the camera is exempt from freezing.. so it's free to move around as needed.
This allows you to make better desicions. You're able to see enemies on an attack approach to you or your buddies. in a later step i'll make it where you can cancel attacks of enemies.
I've got particles and shapebases under my time freezing control :) I may work on other objects, but anything that's derived from gamebase should be able to be frozen just as easily.
4 frozen fireball engulfed enemies

Seriously.. That HAS to hurt

Fire Bad! Fire BAD!

Now it seems i have combo magics :)

As i stated, all characters pause in ther tracks... even if they are in the air :)
I use ALOT of schedules for this system so i had to write sorta a schedule wrapper to keep track of all active scheduels and stop them and restart them when i do my ActionPauses.
when restarting them, it will of course start back with whatever time remaining it had when it was stopped.
Anyhow that's enough for now. Any questions?
the battle is in semi-real time, with pausing in time for characters commands. everything except the active character freezes in place while characters are making their decisions. so when the command is made it appears as though it was an instant decision making process.
Oh, of course the camera is exempt from freezing.. so it's free to move around as needed.
This allows you to make better desicions. You're able to see enemies on an attack approach to you or your buddies. in a later step i'll make it where you can cancel attacks of enemies.
I've got particles and shapebases under my time freezing control :) I may work on other objects, but anything that's derived from gamebase should be able to be frozen just as easily.
4 frozen fireball engulfed enemies

Seriously.. That HAS to hurt

Fire Bad! Fire BAD!

Now it seems i have combo magics :)

As i stated, all characters pause in ther tracks... even if they are in the air :)
I use ALOT of schedules for this system so i had to write sorta a schedule wrapper to keep track of all active scheduels and stop them and restart them when i do my ActionPauses.
when restarting them, it will of course start back with whatever time remaining it had when it was stopped.
Anyhow that's enough for now. Any questions?
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Submit your own resources!| N R Bharathae (Jun 04, 2006 at 19:43 GMT) |
| Ramen-sama (Jun 04, 2006 at 19:44 GMT) |
| Chris \"C2\" Byars (Jun 04, 2006 at 19:46 GMT) |
| Ramen-sama (Jun 04, 2006 at 19:50 GMT) |

Yeah, i use three custom drawn fire particles that look crappy like this. It looks pretty decent with some smoke.
| Sam Redfern (Jun 04, 2006 at 23:36 GMT) |
| Fucifer (Jun 05, 2006 at 00:44 GMT) |
| Ramen-sama (Jun 05, 2006 at 01:18 GMT) |

| Paul /*Wedge*/ DElia (Jun 05, 2006 at 01:42 GMT) |
| Ramen-sama (Jun 05, 2006 at 01:43 GMT) |
Contact me on AIM, Ramen Sama
or Yahoo Ramensama@yahoo.com
| Broken_Sword (Jun 10, 2006 at 09:45 GMT) |
How did you get to script 99 hit combos? do you have 99 different animation and executed them one after another? by button combination? did you use setActionTHread? How is this could be done?
Thanks,
| Ramen-sama (Jun 10, 2006 at 20:08 GMT) |
| T Squared (Thanhda Tie) (Jun 16, 2006 at 19:32 GMT) |
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