Today i attempted to fix the movement of the player which had been acting up. The player would upon forwards or backwards movement teleport to the desired location and vibrate for a few moments before stopping. I simplified my version and made the player straight out move there. My intention was to add another function which saved the player’s original position and then made the player start moving in the right direction. Once the player had traveled the desired length it would stop and if needed, be moved to the right height/width.
However. When i pitched the idea to Martin while asking for help to accomplish it he took a closer look and figured out the issue with the old system. Turns out the lines for teleporting to the right height and the line for moving until the right height was in the wrong order in the original code. The issue was corrected and my work was nullified. He had also added logs and made the player return to start upon collision with the water. A Humbling experience. however, we still need to figure out a way to achieve the same effect in sideways motion as we can’t use Martin’s Lane system since the player will be moved along the X axis when standing on waterborne objects. Martin seemed confident that such would be possible using sort of a cooldown between jumps to make jumps up/down feel the same as jumps left/right. We will also have to remake out models (or the background) to match in size. We decided to have a call session tomorrow, I feel like they really help me focus as i seem to get more done during them.
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You shouldn’t be afraid of posting code examples. Viper’s SyntaxHighligher is by far the best plugin for the job. Code examples will help make your posts a lot clearer for readers (and yourself, looking back later).
“Call sessions” seems like a useful tool. Do you mind making a post explaining what it is?