Jeremy Alessi's Resources
This is a solution to what's got to be one of the biggest oversights in the player class, namely if you stand and turn the player just rotates with no animation! I've been on an animation rampage lately with Oust and I thought I'd share this very simple solution. Hopefully, it's not redundant ... my searches did not turn up any results. BTW the code article looks more complex than it really is ... you'll only need to add about 10 lines of code for this improvement.
Author Jeremy Alessi Date 05/14/2007 (3:05 pm) Comment 13 comments
I wanted to add some subtle differences to the onFire function for weapons which would be controlled by movement keys. There's apparently no way to bind(keyboard+mouse, "mouse0 w", bigAttack) and so with a little help courtesy of Ben Garney here's a solution!
Author Jeremy Alessi Date 08/16/2005 (2:21 pm) Comment 0 comments
For our most recent project King of the Mountain we needed to unchain the camera from it's rigid position and also allow control of it's height so that a third person perspective could actually be playable. This is a quick way to get a camera more like what you'd find in our other title Aerial Antics. In fact a lot more could be done for camera control from here but this'll get you started.
Author Jeremy Alessi Date 08/03/2005 (3:46 pm) Comment 43 comments
This code snippet allows you to keep the ragdoll animations (and could be used for others) going which are normally overridden by a special line in the engine source code to make the player walk animation come on if movement is detected. Basically, if you are pressing any button to walk any other animations are cancelled. I found this particularly annoying when paired with the ragdoll pack which looks really cool ... except for the fact that when you're running you never see the ragdoll effects ... you'd have to be standing still and that defeats the purpose in a fast moving FPS like King of the Mountain :P
Author Jeremy Alessi Date 04/12/2005 (5:22 pm) Comment 2 comments
This modification to the engine will allow you to specify double jumping abilities for a player.
Author Jeremy Alessi Date 02/15/2005 (9:56 am) Comment 23 comments
