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Post » Fri Jul 23, 2010 8:13 pm

Ok I wanted to see how hard it would be to set up a different type of platform movement.
One where the player stays at the same position, and the world literally rotates as he walks.
The thing is my solution requires a huge rotating sprite, and its really slowing down frame rate with the rotation.
[url:74oh1ae0]http://dl.dropbox.com/u/666516/blw.cap[/url:74oh1ae0]

So my question is, can anybody come up with a better solution?
I tried rotating the layer at first, which seemed like a good idea as all objects on the layer would stay relative to the world object.
But.. you have to have unbounded scrolling, and getting the camera to the right position is a bit tricky, especially since all layers must be the same size.

One other thought was a canvas, and a distortmap.... but the problem with that is you cant have a canvas thats bigger than the view.

Thoughts... suggestions?
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Post » Fri Jul 23, 2010 8:25 pm

Just theory crafting, but why do a huge sprite?

Why not break up sprites to represent terrain and stop drawing them when they go off screen?

Your map would be really long, I guess. But I can't see it being so different than moving the player sprite rather than the world, it's the same net effect.

Are you trying to maintain the ball rotating look, or ? Even in that case, you could just be mapping smaller sprites together and dealing with them off screen... but you can not draw them once they're outside the screen rect.
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Post » Fri Jul 23, 2010 9:17 pm

I did a similar thing for my old test game Fleeced although my world was constantly rotating.

I used normal platform movement for jumping and disabled moving left & right. And as catch22 said my world was broken up into chunks. The main green grass didn't rotate, the fences rotated, the background rotated and the clouds rotated all seperate of each other.
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Post » Fri Jul 23, 2010 11:06 pm

Hmmm, hadn't thought about chopping it up yet. Not a bad idea...

Minor, you wouldn't happen to have a cap I could take a look at would you? :D
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Post » Sat Jul 24, 2010 4:32 am

I had some success doing my own cap of this today but im not much of an artist so the graphics didnt line up very well.

You could do it in python using py picker and some code to orbit objects around a point (in the event you wanted to maintain the running circle feel). I ran out of time at that point and didn't continue. I hope that steers you along the right path though.
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Post » Sat Jul 24, 2010 5:59 am

Yeah, I'm going for the rotating world feel, and I see what you mean on the graphics.
Getting that perfect pie slice may be an issue.
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Post » Sat Jul 24, 2010 7:03 am

If the set layer angle worked, you could do it with that and just align the player sprite(although gravity would have to be worked around)
Unfortunately It doesn't seem to work
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Post » Sat Jul 24, 2010 9:17 am

Looking back at your post newt I don't think this will improve your method or if it's exactly what you are trying to achieve but I'll post it anyway.

http://dl.dropbox.com/u/1646976/rotatingworld.cap

Uses a 40mb of VRAM because I knew nothing about power of 2 textures when I made the original game. But the framerate doesn't seem to suffer for me and my computer is far from top of the line.

Had to remake it as it was made in the last stable version, 0.99.62 or something like that, so it was quite broken :(
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Post » Sat Jul 24, 2010 4:54 pm

As an alternative to set layer angle(that doesn't work) we have a nice camera plugin
viewtopic.php?f=2&t=4687&hilit=advanced+camera+plugin
Although you will have to create a custom movement for it to work,but this method you don't need large rotating sprites and can create your levels normally
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Post » Sat Jul 24, 2010 7:20 pm

@Minor
Thanks I'll have a look.

@adrix89
Huh?
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