carnwath
04-25-2003, 03:23 PM
Its been a while since I posted any results regarding my attempt at Doom - see
http://www.flashkit.com/board/showthread.php?s=&threadid=441479
Thats because the more I investigated what was required the more issues I found. Briefly, these are some.
1. logic mapping of players like in the maze game.
2. visualisation of tunnels/rooms in 3D and walking towards/away from walls in perspective. Turning around by degrees in a room of objects.
3. Nice 3D rooms but what about the 2D players
In short, a lot of work and not very nice results so far.
BTW for a sample of some of the best flash I have ever seen (including a great chess game) see here http://media-division.com/games.htm
Now thats the challenge - to be able to create quality stuff like this with 3dfa.
I did some work on players as child movies, communicating from parent and other child movies using parameters and while that may be usefull in some scenarios its more trouble than its worth for the single player game, Maybe in future XML socket servers the child movie might come up again, controlled by external XML parameters.
So here is a quick look at a tool I created to assist in animating a 3D player. I have decided to have a fully articulated model which will have controllable arms legs torso etc depending on needs.
Such a player will then be required to
1. Walk left/right/towards/away
2. Use tools like weapons
3. Facial expressions etc
For each action you will need selectable images which must still remain connected to the other parts of the body (or else they will float away). The set of movements for say raising a weapon and shooting can then be stored in an array and played back as a subroutine e.g. ShootGun() FallDown() etc.
So for each discrete action walking,shooting,falling there will be a set of array co-ordinates and a subroutine to execute them. The whole shebang is then controlled by you the game player causing actions like walking through a tunnel and encountering the shooter (because the map array for the maze has shooters wandering around like the hunters in my SaveTheGirls game)
Its all too easy huh!
The attached zip file contains a dancer.swf demo of a figure dancing across a stage with articulated legs and feet and a tool to allow you to experiment with moving femur/tibia/foot of a two-legged body along a path e.g. walking or running, with up to 50 steps of motion. There is a default set of data which can be played or single-stepped and you can clear the array and program the limbs individually step-by-step and then copy the results to the clipboard and paste them into a new movie like the dancer.swf Note: The animator and dancer are in 3fda version 3.72
A fully mobile head/torso/arms/legs model will follow this weekend when I have completed it, and will use slider controls to move the limbs rather than the edit boxes used here.
I dont know where this is all going yet but hopefully if the theoretical model works others may be interested in adding to it.
http://www.flashkit.com/board/showthread.php?s=&threadid=441479
Thats because the more I investigated what was required the more issues I found. Briefly, these are some.
1. logic mapping of players like in the maze game.
2. visualisation of tunnels/rooms in 3D and walking towards/away from walls in perspective. Turning around by degrees in a room of objects.
3. Nice 3D rooms but what about the 2D players
In short, a lot of work and not very nice results so far.
BTW for a sample of some of the best flash I have ever seen (including a great chess game) see here http://media-division.com/games.htm
Now thats the challenge - to be able to create quality stuff like this with 3dfa.
I did some work on players as child movies, communicating from parent and other child movies using parameters and while that may be usefull in some scenarios its more trouble than its worth for the single player game, Maybe in future XML socket servers the child movie might come up again, controlled by external XML parameters.
So here is a quick look at a tool I created to assist in animating a 3D player. I have decided to have a fully articulated model which will have controllable arms legs torso etc depending on needs.
Such a player will then be required to
1. Walk left/right/towards/away
2. Use tools like weapons
3. Facial expressions etc
For each action you will need selectable images which must still remain connected to the other parts of the body (or else they will float away). The set of movements for say raising a weapon and shooting can then be stored in an array and played back as a subroutine e.g. ShootGun() FallDown() etc.
So for each discrete action walking,shooting,falling there will be a set of array co-ordinates and a subroutine to execute them. The whole shebang is then controlled by you the game player causing actions like walking through a tunnel and encountering the shooter (because the map array for the maze has shooters wandering around like the hunters in my SaveTheGirls game)
Its all too easy huh!
The attached zip file contains a dancer.swf demo of a figure dancing across a stage with articulated legs and feet and a tool to allow you to experiment with moving femur/tibia/foot of a two-legged body along a path e.g. walking or running, with up to 50 steps of motion. There is a default set of data which can be played or single-stepped and you can clear the array and program the limbs individually step-by-step and then copy the results to the clipboard and paste them into a new movie like the dancer.swf Note: The animator and dancer are in 3fda version 3.72
A fully mobile head/torso/arms/legs model will follow this weekend when I have completed it, and will use slider controls to move the limbs rather than the edit boxes used here.
I dont know where this is all going yet but hopefully if the theoretical model works others may be interested in adding to it.