In a countless 2D platformers and 3D games too, you can often see some object (like a weapon) levitating. Is that possible to do such a thing for duke's weapons?
Is it possible to do by code? Or you have to do the whole thing manually, i.e. draw new tiles?
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Levitation effect?
#1 Posted 21 March 2017 - 08:02 AM
#2 Posted 21 March 2017 - 09:58 AM
If you use models that movement can be put into it's animation. Or it can be coded in the game to bounce up and down like you describe.
#3 Posted 21 March 2017 - 10:56 AM
Technically you can have floating weapons if you use expert mode and put the sprite in to a sector that's behind it (behind a maskwall for example) and have it higher than the sector the player is, but this is only for single use and requires quite heavy workarounds.
But I'd go honestly for a CON code pickup takes the floor Z, offsets enough units above it and maybe have a simple sinewave float to it.
But I'd go honestly for a CON code pickup takes the floor Z, offsets enough units above it and maybe have a simple sinewave float to it.
#4 Posted 21 March 2017 - 02:54 PM
Sanek, on 21 March 2017 - 08:02 AM, said:
In a countless 2D platformers and 3D games too, you can often see some object (like a weapon) levitating. Is that possible to do such a thing for duke's weapons?
Is it possible to do by code? Or you have to do the whole thing manually, i.e. draw new tiles?
Is it possible to do by code? Or you have to do the whole thing manually, i.e. draw new tiles?
either or. Like oaisz mentioned, the easiest way would be to just alter the pickup actor's z position via con coding.
If you don't mind more old school methods, you could also always change the specific tile's offsets with something like DukeRes, though the drawbacks for that are that it only changes the way the tile is displayed (not the actor's actual properties), and it would also take multiple tiles to animate a bobbing effect like you're used to seeing in other games.
This post has been edited by CruX: 21 March 2017 - 02:54 PM
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