Epic grid movement, I finally did it.

jsorr2jsorr2 Member Posts: 279
edited November 2014 in Working with GS (Mac)

I think I love @ashtmj‌
I adapted his camera movement tutorial and applied it to movement on a grid :http://forums.gamesalad.com/discussion/73820/interpolate-vs-move-to-when-using-camera-control-on-actor#latest

This video shows the Epicness that ensued (skip to 0:30 for the good part):

Basically I have a mini invisible hero that walks around the map, and has the jitteriness that comes with interpolating with a timer. My real hero follows its movements, but the outcome is perfect smoothness. This also means my hero can follow collision rules whilst having the benefit of interpolation movement.

Comments

  • jamie_cjamie_c ImagineLabs.rocks Member, PRO Posts: 5,772

    Cool, glad you were able to get your desired effect. Looks good!

  • pHghostpHghost London, UKMember Posts: 2,342

    It's slightly hard to see what's going on in the video. Do you know you can use QuickTime to record your screen?

  • jsorr2jsorr2 Member Posts: 279
    edited November 2014

    @pHghost‌ updated the video :) Skip to about 0:30 in the video

  • pHghostpHghost London, UKMember Posts: 2,342

    Cool!

  • sawkasteesawkastee Member Posts: 184

    @jsorr2 How did you get the player actor to move without having to move tile to tile?

  • SocksSocks London, UK.Member Posts: 12,822

    @jsorr2 said:
    pHghost‌ updated the video :) Skip to about 0:30 in the video

    Works really well !

  • jsorr2jsorr2 Member Posts: 279

    @sawkastee‌ Theres a lot of rules and constraint happening. But I constrain the main actors position X to '5*(game.player X - self.position X), same for Y. Then on my invisible moving actor, everytime it moves, it updates Game.player X (if going right, put a timer every 0.025 seconds - game.player X + 32 and then interpolates its self position to game.player X).

    its complicated haha!

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