Moving over big distance with walk-behinds, scaling.

Started by ROBRO, Mon 14/12/2020 14:07:53

Previous topic - Next topic

ROBRO

Bad thread title. I don't really know what a good title would be.

I have this image below to help explain what I am trying to do. Please excuse my terrible art skills.

Spoiler
[close]

I'm going for a cartoony sort of effect. I think I've seen the same kind of thing done in Looney Tunes cartoons.
So on the furthest hill the player sprite is small due to being very far away. The walkable area will be on the path and take the player behind the middle hill with a walk-behind.
This is where my issue comes in. I need the player to then go up so they appear incrementally until they get above the middle hill, and then, using a walk on to script for a region, move the baseline for that walk behind to 0 so that the player can then walk down the middle hill, and do the same thing with the closest one.

The issue is how do I know which thing to disable. What I described only works going one way. The other thing is making sure the player actually moves to the very top. I can't place the region more than the very top pixel of the hill they are about to walk down, and are currently behind, else it'll move the walk-behind too early and end up showing the player sprite in full too soon.

Khris

Unless the walkable area is very narrow, the parts behind and in front of the hill will overlap; the only way I see this happening is by taking away control from the player for a short time while they pass the hilltop. This also requires restarting the player's walking to the target pixel.

SMF spam blocked by CleanTalk