This is my new project, just a small action, maybe adventure game.
My goal is to achieve the high quality gameplay similar to the Zelda and Tomb Raider series.
When Social posted an excellent example of planetary gravity Link, I decided to use small planets for levels like Mario Galaxy, this will save a lot of time in designing levels and avoid having boundaries.
Captain Oblivion, Thanks, I just got smooth tracking to work thanks to Social. Link
-[Killer]-, Thanks, The trees are very unoptimized with a lot of alpha mapped planes, without the trees I get a much better frame rate.
I’ve noticed that GLSL materials handle alpha mapped textures a lot less efficiently than in multi-texture mode.
I wasn’t planning on entering the competition when I started this so I don’t know yet.
if I remember well, the script provided by Social aligns the player on the vector coming from the center of the planet.
What happens if the planet is not a perfect sphere?
Do you have, in your game, the same pb as seen on the attached image? (see, in blue).
It seems to me that if the character aligned to surfaces instead of gravity it would look odd- for example, imagine in most flat games (simulating the character pointing in toward an extremely large sphere) characters don’t tilt to be perpendicular to inclines, or they’d look like they should be falling over when they go up hills.
Hi Cray, thanks for your comments.
I see that problem the same as Captain Oblivion, I think it looks better if you think that he’s running running up a hill. Although I do have a problem getting his feet to align to the surface.
Realtime IK support in 2.5 may help a lot with this and I may need to use something other than box bounds, I’m working on this now.
This is a big problem that I don’t have a solution for…
I remember playing an example someone posted here a long time ago where you drove around the outside of a torus, but I don’t know where it is.
That would be cool if you did -[Killer]-, and cooler if it solves the oblong planet problem and I’m sure others would find it very useful.
I don’t know, what’s a true cell shader?
I’m using the toon shader, here’s my setup if you want to see it
edit: I forgot to mention I’m using one hemi lamp and one only shadow spot lamp, not completely satisfied with the setup yet, still experimenting.