thanks
- Game Maker Community
- → Viewing Profile: Posts: St. Patrick
St. Patrick
Member Since 28 Oct 2004Offline Last Active Oct 16 2010 02:22 AM
Community Stats
- Group New Member
- Active Posts 367
- Profile Views 1113
- Member Title The Man
- Age 21 years old
- Birthday December 17, 1991
-
Gender
Not Telling
0
none
Posts I've Made
In Topic: View Movement And Rotation
15 September 2008 - 10:01 PM
perfect
thanks
thanks
In Topic: View Movement And Rotation
10 September 2008 - 09:50 PM
thanks for taking part in the discussion
In Topic: View Movement And Rotation
10 September 2008 - 03:29 AM
@ torigara
My apologies, you understand what I'm after perfectly, and your solution (with a small tweak) worked flawlessly, now I'm going to have to go back over the code because I created the nvdr variable with a different purpose in mind, do you think you could share your reasoning with me? (I haven't learned anything until I understand this)
so what's in there now is
the -180 solves a flipflopping problem
@ Eyeguy
This is a simplified version of what I'm working on right now, in my watered down version all the objects move in cirlces, as if from a top down view, in the real project, the objects have an elliptical motion, and present an isometric view that can be rotated 360 degrees, this doesn't lend itself to taking the view and rotating it. And I was hoping it would be easier to solve the issue if I presented a more simplified version to the GMC, but I need to try Torigara's solution in the real deal before I'm satisfied here.
Edit:
The solution transitioned perfectly to my main work
thanks a ton
My apologies, you understand what I'm after perfectly, and your solution (with a small tweak) worked flawlessly, now I'm going to have to go back over the code because I created the nvdr variable with a different purpose in mind, do you think you could share your reasoning with me? (I haven't learned anything until I understand this)
so what's in there now is
if keyboard_check(ord('A')) = 1
{x += lengthdir_x( vds*.015, vdr+90);
yy += lengthdir_y( vds*.015, vdr+90);
var nvds; nvds = point_distance(vx,vy,x,yy);
var nvdr; nvdr = point_direction(vx,vy,x,yy);
var a; a = lengthdir_y(vds,nvdr);
var b; b = lengthdir_x(vds,nvdr);
var rad; rad = point_distance(vx,vy,vx+b,vy+a);
x = vx + lengthdir_x( rad, nvdr );
yy = vy + lengthdir_y( rad, nvdr );
y = yy;
viewrot = 1;
image_angle += nvdr-vdr-180;}the -180 solves a flipflopping problem
@ Eyeguy
This is a simplified version of what I'm working on right now, in my watered down version all the objects move in cirlces, as if from a top down view, in the real project, the objects have an elliptical motion, and present an isometric view that can be rotated 360 degrees, this doesn't lend itself to taking the view and rotating it. And I was hoping it would be easier to solve the issue if I presented a more simplified version to the GMC, but I need to try Torigara's solution in the real deal before I'm satisfied here.
Edit:
The solution transitioned perfectly to my main work
thanks a ton
In Topic: View Movement And Rotation
09 September 2008 - 02:56 AM
Could you not just use view_angle[0]?
you obviously didn't read the thread
If I understand correctly, you could simply do:
if keyboard_check(ord('A')) { ...(calculate nvdr) image_angle += nvdr - vdr; }
perhaps my code isn't commented clearly enough
what's happening inside the keyboard checks isn't even relevant to the problem, all that extra looking code fixes a spiraling problem caused by rotating the objects with that method
In Topic: Gm Benchmark
14 August 2008 - 05:16 PM
this is my slower computer
my results are
cpu 98673 amd athlon 64 processor 3400+
gpu 98109 ati radeon xpress 200 series
(windows xp sp2)
I might have to go test my other one now...
cool program
my results are
cpu 98673 amd athlon 64 processor 3400+
gpu 98109 ati radeon xpress 200 series
(windows xp sp2)
I might have to go test my other one now...
cool program
- Game Maker Community
- → Viewing Profile: Posts: St. Patrick
- Privacy Policy
- GMC Rules and Forum Rules ·



Find content