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x2495iiii
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Default 07-30-2009, 02:25 AM

You sound like you know what to do from here. If you need any more help, go ahead and ask, I do have to get to sleep though. It's 2:30 AM for me, which means I get only 5 and a half hours of sleep....yay.

Oh well I brought it on myself...


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Kaze_Senshi
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Default 07-30-2009, 02:32 AM

Well i'll sleep too, here is 3:31 AM , tomorrow i'll keep trying some ideas, but any idea is welcome. Thank you again x2495iiii, you helped me a lot. If you need some help with your portuguese call me

Last edited by Kaze_Senshi; 07-30-2009 at 02:49 AM. Reason: Gramatical error =x
   
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Default 07-30-2009, 02:47 AM

Will do, thanks. I'll check back tomorrow to see how your ideas turn out, alright? See you then.


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Default 08-04-2009, 01:07 AM

I didn't see any new ideas, so I decided to see what I could do to hone the collision detection method. The way it is in this world, it only really works for symmetrical obstacles, like cubes, spheres and cylinders. I also found out that by lowering the cylinders so that their centers are on the ground, the collision detection works much better and allows for much more accuracy (i.e. the hampster gets closer to the cylinder before stopping.)

For asymmetrical objects, you'd need several placemnt if/else if statemnts to check from what direction the hampster is approachin the object and have the world act accordingly.
Attached Files
File Type: a2w labirinto beta.a2w (379.7 KB, 13 views)


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Default 08-05-2009, 12:14 AM

This helped me out so much, thanks x!
   
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Default 08-05-2009, 12:39 AM

No problem. I am still working on a way to get the asymmetrical objects registered properly. When I finish, I'll make it into a video game concept thread.


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