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? >>>>>>>> >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >