But then, as the game moves primarily from left to right, the player would have to move up or down to get in or out of the craters, which will just delay the player for no obvious reason.
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Show posts MenuQuote from: Khris on Mon 18/04/2011 10:27:42
You can do it using purely some calculations; in before fadein for each room, put the center coordinates of all craters in an array, then inside rep_ex, calculate the z.
Basically, check the character's distance from all crater centers (roughly doubling the y-distance as a first step to reflect the perspective distortion), and if they're close enough, turn the distance into z using a function whose graph reflects a cross-section of the crater.
Quote from: nads on Fri 15/04/2011 02:44:09
I like the new edit you've done there WHAM. It's shows a bit more detail on the character. Love the added armband you put on the right arm, thou you forgot to put it on the front view.
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