Ok so after seeing linkman's awesome replay example, I've been working on ways to streamline the idea into a less cpu hungry method. So far my best effort is only recording the changes over time rather then every single frame etc
for example: at 1000 milliseconds user presses W, at 2034 user releases W
And then when playing back the replay, I let my engine play out my keystrokes just as I pressed them.
So far it works real great with keystrokes.
I've hit a bit of a snag though, I'm using 'always rotate object 360 * timedelta towards the mouse', the only problem is, I'm having a lot of difficulty testing to see if the object is turning.
(It's a custom movement obviously)
The ideal way i'd LIKE to have it is something like this (pseudocode)
1005 milliseconds, user starts left turn
2400 milliseconds, user ceases left hand turn
As I'm using an always event that rotates the sprite, Is there any way of testing the rotate state of the sprite? ie: Static, Turning left, Turning Right
If i was using the keyboard for turns it would be no problem, but i'd rather use the mouse to aim.
A 'Rotate towards angle' system action would be really handy but I don't know if it would entirely solve my problem
Have I explained the problem adequately?