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Crescent Dodge


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#1 Fire Wizzrobe

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Posted 26 July 2008 - 08:22 PM

I have a challenge? for you. (Well, it would be a challenge for me)

I've never seen this kind of movement in any of the 2d zelda-like games I've played. The Crescent Dodge.

Link moves in a forward 180 degree arc via r button in the space of a 3x3 tile grid in front of him, with solidity detection of course.

IPB Image
facing right

IPB Image
facing up

He can arc in either side of the circle, or both with extra controls, scripter's choice. Extra internets if you get him to move over a 3x4 tile grid. It's basically like an alternate roll script.

Extra clarification:
CODE

A-B-C
E-F-G
H-I-J

If he started at E facing east, he would go through A-B-C and end up at G facing east; OR
If he started at E facing east, and would go through H-I-J and end up at G facing east

Anyone up for this? No one at AGN seems to have tried yet.

#2 Gleeok

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Posted 27 July 2008 - 07:00 AM

There is of course one problem with using circular movement and rectangular collisions checks, and that is, well, I just mentioned it.

So for it to "dodge" properly you'd also have to change the enemies hit area for a short time then reset it afterwards. ...maybe something like area of; 14*0.707; with an offset of 3.


Just thought I'd mention that, which would actually be quite easy to do. If someone scripts this, I'll add in that part.

#3 Fire Wizzrobe

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Posted 28 July 2008 - 02:18 PM

QUOTE
So for it to "dodge" properly you'd also have to change the enemies hit area for a short time then reset it afterwards. ...maybe something like area of; 14*0.707; with an offset of 3.

icon_blink.gif

I know basic C/C++ so I was able to do a little Z-Script, but all the crazy trig stuff makes me discouraged to really try. DarkDragon once said a long time ago:

QUOTE
Therefore we'll instead want to focus on parametric equations, which are the key to understanding movement along a path. Master them and pretty much all static motion of FFCs becomes easy and straightforward.



In my short trigonometry class, I didn't learn much aside from the very basics. So when did you learn all the mathematic of movement stuff demonstrated in your scripts? Calculus? Pre-Calc (which I 'm taking next year) Physics?(though I assume that class would be more geared towards 3-d games) Or is there a special class? And could you recommend any books?

#4 Gleeok

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    It's dangerous to dough alone, bake this.

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Posted 30 July 2008 - 12:08 AM

lmao!!!!!!

Yes, that describes my days spent in school; hard at work studying complex math equations and analytical dynamics. You know, stuff like trying to figure out the property of x, where x is the time it takes to convert beer to piss. I was on the edge of a major breakthrough with my invaluable research too, until it turned out that the lab mice were actually hallucinations. The funding for the project was then pulled soon after. Dark day for Science.




I didn't even have a friggin computer lab. There was a typing class, but what's the point without internet or anything?! Stupid. One day, I had to use the typewriter. The Mfing typewriter!! I didn't even have a computer. Pretty obvious at that point that I couldn't type faster than 16 words-per-minute. <click, cli-click, clich...Ching! ..click..>


No, everything I learned, I learned because I wanted too, not because I had too.

#5 Elmensajero

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Posted 03 August 2008 - 02:34 PM

QUOTE(Gleeok @ Jul 27 2008, 08:00 AM) View Post

There is of course one problem with using circular movement and rectangular collisions checks, and that is, well, I just mentioned it.

So for it to "dodge" properly you'd also have to change the enemies hit area for a short time then reset it afterwards. ...maybe something like area of; 14*0.707; with an offset of 3.
Just thought I'd mention that, which would actually be quite easy to do. If someone scripts this, I'll add in that part.


Huh? I wrote this script and submitted it over at AGN, but I didn't mess with changing the enemies at all. As far as I know, I could simulate this by loading all of the NPC's on the screen and change the damage for each to 0 until they came within a certain position on Link (while he is doing the move), but I have no idea how to change the hitarea on them. (I have never actually messed with NPC's before, or items/weapons for that matter, just FFC's and Link). I didn't think about changing the collision detection to a circle while he is doing the move, maybe I will try to implement that. Can you explain fixing the enemy collision to me, though?


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