PUPS Game Control Demo

Please demo my game and test the controls.

Camera is nothing special. Thats my next project. Textures and lighting and other things have not yet been completed. This is purely a CONTROL demo. I would like to have feedback on how well he can be controlled and of course any bugs you notice. Thanks! :smiley:

http://www.pryjon.com/thisguy.blend

1.76MB

The control is good and intuitive yet he seems to run too slow. Nevertheless, good overall control.

Can anyone tell me why he jerks up and down while standing still? I don’t understand that.

Okay. I brought up the speed and re-vamped the walk option so it will work properly.

Controls are:

Mouse - Movement
W - Forward
S - Backward

Shift + W - Walk

Right Click - Jump

hmm in the 2.37 version of blender he dosent walk correctly, but if you add this lines in one of your scripts he runs more correct

GameLogic.setLogicTicRate(60)
GameLogic.setPhysicsTicRate(0.005)

Very good, it runs great in both blender (2.36 an 2.37)
100fps.

Super!! Very impressive!

I’m very impressed how you made the grass-effect.

The motion of Mister Puppy is nicely done and I love his ears moving during walking and jumping. Such details add value. Control is good but I missed the option of using the mouse to look freely around. This way I can’t see any enemy (cats?) approaching.

Now I’d like to see him use his shield to block attacks and his knife to attack :slight_smile:

victor

I think that I will finish this game in 236 unless some unavoidable feature comes out. Therefore I should probably post an exe along with the blend when I beta test.

Thanks for the input! These comments are exactly what I need to hear to improve and keep going.

NorJ: Ive been wondering about the Tic rates. Thank you for that. I had the physics set really high because I thought it would help keep my character on the ground and not pop through it. He seems to do that every now and then.

I can’t believe how much my script affects all that though. At first I had the rotation setup using the mouse and angular velocity. He was jumpy and jerky. So I set it up using an IPO curve. That seemed to help everything! From movement up and down ramps to physics. Its just all around better and it makes me wonder about the rest of my code. :-?

Thanks again to all! :smiley:

Wow, very cool. I love the grass, especially. :smiley:

Nice control scheme, too. :wink:

Anyway, I think it needs absolute direction(i.e. if you move the mouse down, he looks toward the camera, if you move it up, he looks away, etc.)

It would be much more effective than the relative thing you have now. :smiley:

Thanks for the reply.

But could you explain in a bit more detail:

I suppose I don’t quite understand. Are you suggesting I add this ability to the current control that I have setup?

Well, the way you have it now, if you move the mouse, the guy turns. What I was thinking, was that you check for a mouse movement every frame, if there is a mouse movement, then you calculate a vector based on the position last frame and the position the current frame. You then use some math, and figure out the direction of the vector. Once you have the direction, you can apply it to your character. (So if the vector points up, the character would face away from the camera, down = facing the camera, left = left, right = right, etc.)

It would be very intuitive, but possibly hard to implement.

Or, you could have an actual object which would be mouse-controlled, which the character would always face. That would be easier to implement, but it would be somewhat less intuitive, in my opinion.

Or, if you really want to shoot the moon, you can do the vector thing, but then use the length of the vector to calculate speed, so that the character movement would be entirely controlled by the mouse.

So if the character is facing the camera, a mouse move left would make him move to “his” right and so on…

AND::

I know this is going to sound terrible…but how do you display the game info on the screen? FPS and so on?

Exactly. :smiley:

In the info header: Game>>Show framerate and profile

That Rocks, Pryjon! Congratulations. The meshs in you file is also very clean everything easy to “read”. I don’t look at your script yet.

Its a shame that i never post something clear and nice like this. :expressionless: Let’s work a little hard over here! :smiley:

Pryjon, It’s excellent, really nice enviroment, cool gras texture, smooth and running on a decent framrate.
The movements are great, all worked, but the run cycle looks like his legs are flipping, not that the cycle is wrong, but it’goes really really quick.
Also it would be cool to give him stamina, so he walks all the time, and shift+R makes him running and lowering his stamina, then stop and it get’s more stamina.

Btw, keep going like this, if I was you, inplant a culling or sector loading script if the levels get bigger then this, because the framerate is now really good, and since you show off a quite bunch of cool effect, scripts and technics, culling or something would be cool too. :slight_smile:

Please, don’t misunderstand me: I dislike not seeing where i’m going. Or better, i hate it! :x This is not a good Steering for a PC Game! I thinkt this is only a Solution for X-Box, PlayStation and such Waste! Bah!
But anyway, a nice Demo.
Doc

:smiley: Hey Pryjon! I have made LSCM for the pup’s head. If you want file back, please just PM me and i will e mail it to you. All aspects of the file still working like you set, of course…
:wink:

The camera is my next step. I am hoping to incorperate some kind of freelook along with mouse steering. Not sure how yet, but hopefully this will be fixed because honestly, I agree!

:frowning:

No?