been a long while since i last booted up construct, my very own ministudio has kept me too busy. anyway, i decided to take a long break from recording and producing and dig into construct again. i got a great vision of making a sort of, violent, arcadey, top down, permadeath-ish, weird ice hockey, beat em up hybrid. (yes, thats right)
i started slowly exploring possibilities and decided to first and foremost nail a convincing looking skating system with a small sense of inertia(?) and weight. physics behav is pretty much the way to go, but my issues are surprisingly more cosmetic, yet important,since i want to give myself some kind of vision, inspiration and motivation to keep going:
1) comparing turning direction:
what would be the best way to compare turning direction? i want to have a different, proper circling skating animation,when turning(both left or right), with anim(speed) connected to velocity AND with a little treshold, meaning that you dont have to go absolutely straight to switch to basic, non turning skating animation. in short, i would need to have some leeway before circling skate animation is triggered.
does anyone have any good ideas?
2) animation frame from 4 to 9 is playing (for example):
how can i compare animation frames between certain values?
the reason i need this, is that ive set up a sort of ice decal,pasted onto canvas when the character "kicks" the ice (that only happens during certain frames in the animation).
3) detecting when the player adds force to an opposite direction of the curent velocity (again, with some kind of treshold):
i would need this to make full sudden stops. i really cant use keyboard control presses with this, since im using physics and the movement angles are not absolute.
basic idea is that if the player goes right and presses left(adding force to left), i would like the player to brake with more strength and change the direction when stopped (instead of starting a circling motion to turn as it is now). this would be rather easy with simple key press comparisons, but i have to take note of the velocity and angles between the basic directions. so it would be better if the comparison was made with the objects velocity in mind.
thats all for now. im sure ill have a lot more issues with this in the future. im still trying my best to keep this simple, but you never know what ideas spring to mind. this proper skating system is my top priority as of now, though.
the year is about to change so im sure you all are busy and stuff,so no need to scratch your head right away if you dont want to. i could try and post a simple .cap to illustrate my issues better later.
EDIT: threw this together with a quick anim rip i made lol. theres also anims for circling skate animation if someone knows how to implement them:
anyway, thanks for advance and HAPPY NEW YEAR everyone!