the offsets for spike log and the double door tile trap just need to have the origin be in a specific place so they can work right, i'll take care of it but yeah, just a minor change (: On Mon, Jul 20, 2009 at 10:25 AM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > Yea, I forgot about the pillars too. > Anyway, what do you mean use the tiles? For what? And what do you need the > offset changed for on the spikelog? > > > On Mon, Jul 20, 2009 at 12:19 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote: > >> There are also the pillars that need to be pushed around and or knocked >> over >> >> Rorac, you want me to use the tiles that you have already placed? If >> that's the case then Alan can you offset them like we are talking about? >> >> Has the spikelog been uploaded? If not can it be uploaded? When it is >> uploaded, Alan, can you change the offset like we were discussing? >> >> >> >> >> On Mon, Jul 20, 2009 at 9:36 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> The double trap doors are already in place. They're the two bright yellow >>> 25x5x60 tiles near the elevator shaft. They are rotated to face each other >>> (90, -90). >>> >>> The spike log is finished. I'm not sure what other art is needed for the >>> temple >>> >>> Traps >>> Spike log (done as far as I know) >>> Arrows (done) >>> Spike pit (done) >>> tile-trap (done) >>> Ceiltrap (not done, no concept, I need to get on this) >>> >>> Is this correct? As far as traps go, those are the only five. >>> >>> >>> >>> On Mon, Jul 20, 2009 at 10:52 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote: >>> >>>> I specifically need a log with spikes on it and a trapdoor tile. >>>> >>>> I thought Rorac and Alex were working together to make the spikelog. I >>>> don't know what the status of that is. >>>> >>>> I would also need art for the double trapdoors that will swing open when >>>> you try to walk across them. We may be able to use the tile art we already >>>> have and move the origin or you could make new floor double trapdoor art. >>>> >>>> Rorac and Alex - What art is still needed for the traps and such in the >>>> temple? It would be better to figure this out before we make new art just >>>> in >>>> case it is already done >>>> >>>> >>>> On Mon, Jul 20, 2009 at 8:30 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> cool, if you make them for him i can offset their origin to the right >>>>> places to do what he wants >>>>> >>>>> >>>>> On Mon, Jul 20, 2009 at 8:21 AM, <figarus@xxxxxxxxx> wrote: >>>>> >>>>>> Kent I can build some temp models (or real ones) this evening - let me >>>>>> know what you need >>>>>> >>>>>> Sent via BlackBerry from T-Mobile >>>>>> >>>>>> ------------------------------ >>>>>> *From*: Kent Petersen >>>>>> *Date*: Mon, 20 Jul 2009 08:13:25 -0700 >>>>>> *To*: <project1dev@xxxxxxxxxxxxx> >>>>>> *Subject*: [project1dev] Re: animation questions >>>>>> I do understand what you are saying. I do not know how to make that >>>>>> happen. I have no experience with the modeling aspect of this. >>>>>> >>>>>> If you wanted to make me temp models I would happily put them in >>>>>> place. >>>>>> >>>>>> On Sun, Jul 19, 2009 at 5:25 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> and hey if what im sayin makes no sense, i can modify whatever art to >>>>>>> have the origin in the right place (: >>>>>>> >>>>>>> >>>>>>> On Sun, Jul 19, 2009 at 5:08 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Well hey I think both of these things might be simplified by clever >>>>>>>> placing of the origin in the models. >>>>>>>> >>>>>>>> for the floor trap, the model just needs to have it's "hinge edge" >>>>>>>> on the origin (instead of the full thing in the perfect center). >>>>>>>> >>>>>>>> that way when you rotate it, the edge against the sides doesnt >>>>>>>> rotate but the other one does. You know what i mean? and you'd just >>>>>>>> have >>>>>>>> the trap load up 2 models, one for each side if it's a double door. >>>>>>>> >>>>>>>> for the swinging log you could set the origin up like this: >>>>>>>> >>>>>>>> + <---- origin (directly above point of log impact) >>>>>>>> >>>>>>>> |=====| <--- log point of impact >>>>>>>> >>>>>>>> >>>>>>>> If you rotate that setup on the Y axis, it will go vertical, and >>>>>>>> then when the trap is sprung, just rotate it the opposite direction on >>>>>>>> the Y >>>>>>>> axis and it will look like it's swinging in and hit the player. >>>>>>>> >>>>>>>> we might have to talk about how it detects whether it hit the player >>>>>>>> or not but shrug that should make it work right visually >>>>>>>> >>>>>>>> >>>>>>>> On Sun, Jul 19, 2009 at 4:04 PM, Kent Petersen >>>>>>>> <kentkmp@xxxxxxxxx>wrote: >>>>>>>> >>>>>>>>> I see what you mean. I was speficially thinking the spike trap >>>>>>>>> which is perfectly fine the way it is, the floor_trap trap door that >>>>>>>>> Rorac >>>>>>>>> and I have been talking about, and the swinglog. >>>>>>>>> >>>>>>>>> The floor_trap is supposed to be a double door trap door that >>>>>>>>> swings open. The way rotation works right now it would be tough to >>>>>>>>> make to >>>>>>>>> doors swing open by script (things rotate around the center). >>>>>>>>> >>>>>>>>> The swinging log is supposed to swing down toward the player once >>>>>>>>> they cross a line. The log is supposed to be avoidable by either side >>>>>>>>> stepping or jumping on top. At first I imagined it would start >>>>>>>>> verticle and >>>>>>>>> swing and rotate to horizontal. I think thats too much work now. My >>>>>>>>> new idea >>>>>>>>> is to leave the log laying horizontal and have it swing toward the >>>>>>>>> player >>>>>>>>> with no rotation. >>>>>>>>> >>>>>>>>> >>>>>>>>> On Sun, Jul 19, 2009 at 1:02 PM, Alan Wolfe >>>>>>>>> <alan.wolfe@xxxxxxxxx>wrote: >>>>>>>>> >>>>>>>>>> Er actually im thinking i recall eric sayin something like dont >>>>>>>>>> worry about animations for this milestone, we were just gonna do >>>>>>>>>> some simple >>>>>>>>>> animations for the fortuneteller. >>>>>>>>>> >>>>>>>>>> If that's the case that's actually a godo thing so we dont bloat >>>>>>>>>> this milestone to include more and more features and never be done >>>>>>>>>> with it. >>>>>>>>>> >>>>>>>>>> maybe we just keep traps as manual scripted simulations like you >>>>>>>>>> have been doing, and keep animation minimal this milestone, then >>>>>>>>>> firgure out >>>>>>>>>> for the next milestone what we wanna do. >>>>>>>>>> >>>>>>>>>> As we get more features in the game too we'll probably revisit old >>>>>>>>>> areas and "upgrade them" with the new tech i bet. >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> On Sun, Jul 19, 2009 at 12:47 PM, Alan Wolfe < >>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>> >>>>>>>>>>> Hey Kent, >>>>>>>>>>> >>>>>>>>>>> I just realized too... I'm not sure if we want it but we could do >>>>>>>>>>> blood particles spray out when arrows, spikes, or the log hits you. >>>>>>>>>>> >>>>>>>>>>> We haven't really talked at all about how the player reacts when >>>>>>>>>>> a trap hits em, but i guess since we barely even have animation >>>>>>>>>>> support that >>>>>>>>>>> makes sense lol. >>>>>>>>>>> >>>>>>>>>>> Hey you got any thoughts on this Eric? As far as what happens >>>>>>>>>>> visually when the player gets hit by a trap? >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> On Sun, Jul 19, 2009 at 12:44 PM, Alan Wolfe < >>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>> >>>>>>>>>>>> we can talk details if you want... >>>>>>>>>>>> >>>>>>>>>>>> are these all the traps? >>>>>>>>>>>> >>>>>>>>>>>> #1 - spike tile >>>>>>>>>>>> #2 - arrow tile >>>>>>>>>>>> #3 - falling tile (you step on it and it falls) >>>>>>>>>>>> #4 - swinging log >>>>>>>>>>>> >>>>>>>>>>>> Spike trap - seems like it could go either way. If we go >>>>>>>>>>>> animation, we would just make it do damage to the player if the >>>>>>>>>>>> player >>>>>>>>>>>> touches the tile while the spike animation is playing. We'd just >>>>>>>>>>>> have to be >>>>>>>>>>>> able to tell if the animation was playing or not. >>>>>>>>>>>> >>>>>>>>>>>> arrow tile - i think this one works ok like you have it, what do >>>>>>>>>>>> you think? >>>>>>>>>>>> >>>>>>>>>>>> falling tile - i think this works like you have it too but i >>>>>>>>>>>> dunno, what do you think? >>>>>>>>>>>> >>>>>>>>>>>> swinging log - hey do you know how this trap is actually going >>>>>>>>>>>> to work? Either way we do it im kinda wonderin how collision >>>>>>>>>>>> detection is >>>>>>>>>>>> gonna work, but maybe we can get away with some tricks depending >>>>>>>>>>>> on how the >>>>>>>>>>>> traps triggered. >>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>>> On Sun, Jul 19, 2009 at 12:22 PM, Alan Wolfe < >>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote: >>>>>>>>>>>> >>>>>>>>>>>>> Hrm, well I think we should figure it out on a trap by trap >>>>>>>>>>>>> basis whether it would be better to be animated or simulated in >>>>>>>>>>>>> script, >>>>>>>>>>>>> cause some it makes more sense to be animation, and others it >>>>>>>>>>>>> makes more >>>>>>>>>>>>> sense to be simulated I think. >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> On Sun, Jul 19, 2009 at 12:13 PM, Kent Petersen < >>>>>>>>>>>>> kentkmp@xxxxxxxxx> wrote: >>>>>>>>>>>>> >>>>>>>>>>>>>> So I guess my question is mainly for Alan but what should I be >>>>>>>>>>>>>> doing about animation since we are going through an animation >>>>>>>>>>>>>> upgrade. Like >>>>>>>>>>>>>> I can make the traps I'm working on to rotate, swing, move, >>>>>>>>>>>>>> whatever but I'm >>>>>>>>>>>>>> betting an artist or an animator may be able to do a better job >>>>>>>>>>>>>> than I can. >>>>>>>>>>>>>> I was thinking I should just make temp animation with temp art >>>>>>>>>>>>>> and not put >>>>>>>>>>>>>> too much time into either. What do you think? >>>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>>> >>>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >