Mkay Guinea, I have a question/request that may be a bit complicated, in terms of making it and explaining it.
Is it possible to make the player "jump" layers based on where they are? I have an idea that could be used for some really cool stuff but it would essentially require 2 layers in terms of playing fields.
I may as well just show an example of how I want to use it.
This is what I'd like to be able to do. You can move through the paintings in which they would have their own objects and physics, or you can move outside of them, at which point the painting objects wouldn't effect you. In this case, Waluigi wouldn't be able to climb even though there is a ladder in behind where he is.
As of right now, this is what would happen.
Obviously I could work with things as is and get it to work, but I think you'd agree that it would most likely look rather bad. For example, we'd have to have the area around paintings (except the bottoms) surrounded, we couldn't have the main room or painting areas come close to each other (or else we'd have situations as seen above).
The only thing I can think of to solve this would be to have an invisible checking object, and a group of "On/Off" objects that work like the basic objects we have now. If you activate the checking object (I'm guessing it would be by moving through it in a certain direction), it will turn the painting objects on, thus making them solid (it would also make the walls that cover the player take effect). If you don't activate it, the objects stay off and the walls stay behind you.
Also, the activation object would most likely be small so players couldn't jump up halfway in front of a painting and activate it. It would be small so you'd have to be in the center. Also, moving in the opposite direction would shut it off (did I already say this? I don't think I did.)
Idk, this wouldn't be needed until chapter 3 so we have plenty of time so theres no need to worry about it right away.
Also, on a different note, you may want to fix the following things before we release chapter 1:
1. Make cheep cheeps bob a bit while swimming.
2. Make it so you can't jump on cheep cheeps underwater.
3. Fix Dive Guy (he's supposed to hop like a Parakoopa, but with water physics).
4. Allow Koopa's to resume walking after hiding in their shells after a while.
I'm just basing this off of how they'd act in game. None of them are huge problems, it's just things I figured I'd point out.
Mkay Guinea, I have a question/request that may be a bit complicated, in terms of making it and explaining it.
Is it possible to make the player "jump" layers based on where they are? I have an idea that could be used for some really cool stuff but it would essentially require 2 layers in terms of playing fields.
I may as well just show an example of how I want to use it.
[img]http://i52.tinypic.com/2mry001.jpg[/img]
This is what I'd like to be able to do. You can move through the paintings in which they would have their own objects and physics, or you can move outside of them, at which point the painting objects wouldn't effect you. In this case, Waluigi wouldn't be able to climb even though there is a ladder in behind where he is.
As of right now, this is what would happen.
[img]http://i52.tinypic.com/104q2c3.jpg[/img]
Obviously I could work with things as is and get it to work, but I think you'd agree that it would most likely look rather bad. For example, we'd have to have the area around paintings (except the bottoms) surrounded, we couldn't have the main room or painting areas come close to each other (or else we'd have situations as seen above).
The only thing I can think of to solve this would be to have an invisible checking object, and a group of "On/Off" objects that work like the basic objects we have now. If you activate the checking object (I'm guessing it would be by moving through it in a certain direction), it will turn the painting objects on, thus making them solid (it would also make the walls that cover the player take effect). If you don't activate it, the objects stay off and the walls stay behind you.
Also, the activation object would most likely be small so players couldn't jump up halfway in front of a painting and activate it. It would be small so you'd have to be in the center. Also, moving in the opposite direction would shut it off (did I already say this? I don't think I did.)
Idk, this wouldn't be needed until chapter 3 so we have plenty of time so theres no need to worry about it right away.
Also, on a different note, you may want to fix the following things before we release chapter 1:
1. Make cheep cheeps bob a bit while swimming.
2. Make it so you can't jump on cheep cheeps underwater.
3. Fix Dive Guy (he's supposed to hop like a Parakoopa, but with water physics).
4. Allow Koopa's to resume walking after hiding in their shells after a while.
I'm just basing this off of how they'd act in game. None of them are huge problems, it's just things I figured I'd point out.