Following lots of questioning, reading, testing, failing and other lots of activities ending in “ing”, I managed to get this far (see file and laugh maniacally at my puny ability to make a crap creation). Well, if you know it, I decided to make something along the lines of “Kosmonaut” or “Sky Roads”. I’ll call it “Komandant”.
komandant.blend (562 KB)
Why I chose them as examples to follow:
Simple controls: - throttle, braking, jumping, left and right. <- Implemented, but not completely happy with it.
Simple imaging: - Sky ahead, a road only forward <- Simple implementation, I need some pointers, though.
Simple menus: - I have a stupid-ish menu. Simple for now, obviously because I only have one option. <- I understand the dynamics behind scene changing, so that’s covered.
On to the doubts:
I’d like to improve the controls, by making impossible changing direction in mid-jump, while still responding to the last direction given. Example: player moves right and jumps to the right. Disallow sudden left motions while airborne. Current implementation kindly given by SolarLune makes it so that if I negate sliding in the air, the cube only goes straight up.
Is there a better way to provide a backdrop other than “materializing” a plane or is that the safest, better way?
For all intents and purposes, is scene.replace() good for dealing with scene changing, or am I better off using scene.addScene()/scene.end() combo?
Could someone explain this dumb guy here why does it appear the same texture 4 times on the plane/button? In GLSL it shows ok, but multitexture it behaves wrongly…
Thanks. May the gods of froth smile upon thyselves and prevent baldness upon thy head.