12-18-2008, 12:18 PM
I voted great, that's a pretty good start for a fighting game!
I'd recommend writing a function where, if the enemy knight get's too close he stops moving close to the user's knight, changing the enemy knight to a different color (or something else making him look somewhat different from the user's knight, to avoid confusion), and using poses. Although your code for the attacking knights was very good, it's was probably difficult to write as far as how much the arm should turn, in what direction it should turn, how fast it happens, etc. It's much easier to set poses for character models. This is done by positioning your knight however you want, then going to properties and clicking the createNewPose button. This captures the knight's position and his subpart's positions relative to him, allowing you to later tell Alice to set the kinght's pose to (whatever you name the pose). By doing this, Alice does the animation for you, making it WAy easier to do animations. However, poses have their downsides. Subparts will take the shortest path from their current positions to the pose's positions. For instance, if a character is meant to reach around behind thier backs and grab something out of their pocket, it might turn its arm so that its hand passes through its waist, instead of around it. Also, poses are concrete and cannot be changed. if there is a problem with your pose, such as a part out of place, you must correct the problem then create an entirely new pose, also changing all references to the problematic pose before deleting it. I use poses, though, and with practice they have been a huge help to me, give them a try.
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