RE: Airboard
05-22-2012, 06:13 AM
Update Two
So my main goal for this update was to get collision detecting working right on-board and off, so that you didn't just warp around the screen as sometimes happened when you flew into a ceiling before. I'm sorry I didn't let you guys play with that version, I suppose-- eventually I'll get over myself and post versions that still have the game-debilitating bugs unfixed.
The reasons it took so long are numerous and varied, but it mostly boils down to a lot of Gamemaker's internal variables sucking. Its collision-detection system is... lacking. At best. So I had to write my own, based on a solid piece of code Mehgamehn shared with me. The rest of this tale is rather... dry, so I'mma just throw it in this spoiler.
So after rigorous playtesting (Talking to Superfrequency after she played it) it was determined that left and right felt much more natural than up and down for tilting-- left and right was my original system, but I initially changed it because there are some problems that I've yet to fix (I did sink some time into solutions, but they didn't turn out so great) such as, if you're walking left and you jump and get on the board, you'll start tilting forwards and wind up going straight into the ground (or curving and hitting the underside of the platform). That's not so fun! I'm not sure what to do about it.
With up and down freed, up now thrusts and down flips you around. I've put the "mount board" button on the same button as jump so you can double jump to work it instead of hitting X then Z. Dismounting is still Z, though that could change? No controls are set for indefinititude.
New to the brake button: HOVERING! Maybe this'll be a powerup you get later (Maybe even thrusting will? WHO KNOWS) but now while holding the brake button © you can move around. I'll probably add some sort of balancer code later to tilt you upright after a bit, so you don't hover in place upside down indefinitely (it just looks a bit weird to me, anyway). Maybe you could be locked in that mode for gradius-y bits or something? My mind is aflutter at the possibilities.
So anyway, the Big List O' Features:
CONTROLS
Onboard:
THRUST - Up Arrow
Tilt Counterclockwise - Left Arrow
Tilt Clockwise - Right Arrow
Flip Facing - Back Arrow
Brake - 'C'
Dismount - 'Z'
Offboard:
Left - Left Arrow
Right - Right Arrow
Jump - 'X'
Mount - 'X' (while in the air)
So my main goal for this update was to get collision detecting working right on-board and off, so that you didn't just warp around the screen as sometimes happened when you flew into a ceiling before. I'm sorry I didn't let you guys play with that version, I suppose-- eventually I'll get over myself and post versions that still have the game-debilitating bugs unfixed.
The reasons it took so long are numerous and varied, but it mostly boils down to a lot of Gamemaker's internal variables sucking. Its collision-detection system is... lacking. At best. So I had to write my own, based on a solid piece of code Mehgamehn shared with me. The rest of this tale is rather... dry, so I'mma just throw it in this spoiler.
So after rigorous playtesting (Talking to Superfrequency after she played it) it was determined that left and right felt much more natural than up and down for tilting-- left and right was my original system, but I initially changed it because there are some problems that I've yet to fix (I did sink some time into solutions, but they didn't turn out so great) such as, if you're walking left and you jump and get on the board, you'll start tilting forwards and wind up going straight into the ground (or curving and hitting the underside of the platform). That's not so fun! I'm not sure what to do about it.
With up and down freed, up now thrusts and down flips you around. I've put the "mount board" button on the same button as jump so you can double jump to work it instead of hitting X then Z. Dismounting is still Z, though that could change? No controls are set for indefinititude.
New to the brake button: HOVERING! Maybe this'll be a powerup you get later (Maybe even thrusting will? WHO KNOWS) but now while holding the brake button © you can move around. I'll probably add some sort of balancer code later to tilt you upright after a bit, so you don't hover in place upside down indefinitely (it just looks a bit weird to me, anyway). Maybe you could be locked in that mode for gradius-y bits or something? My mind is aflutter at the possibilities.
So anyway, the Big List O' Features:
- Ground!
- Collisions and Jumping!
- Hoverin' 'Round!
CONTROLS
Onboard:
THRUST - Up Arrow
Tilt Counterclockwise - Left Arrow
Tilt Clockwise - Right Arrow
Flip Facing - Back Arrow
Brake - 'C'
Dismount - 'Z'
Offboard:
Left - Left Arrow
Right - Right Arrow
Jump - 'X'
Mount - 'X' (while in the air)