Player controlled movementet of entity (update 2019-03-13)

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Per K Grok
Miko-Class Veteran
Posts: 539
Joined: Fri May 18, 2018 1:02 am
Completed: the Ghost Pilot, Sea of Lost Ships, Bubbles and the Pterodactyls, Defenders of Adacan Part 1
Projects: Defenders of Adacan Part 2
Deviantart: pekj
itch: per-k-grok
Location: Sverige
Contact:

Player controlled movementet of entity (update 2019-03-13)

#1 Post by Per K Grok » Tue Jan 08, 2019 2:28 pm

update 2019-03-13 1c (more walk-cycle angles, walk-able area, 2-stage walk) further down
update 2019-02-17 Method 1b (1a + perspective(scaling)) further down
update 2019-02-17 Method 1a (mouse, all directions) further down
update 2019-02-10 Method 3 (keys) further down
update 2019-01-31 Disable Rollback Side
update 2019-01-17 Method 2 further down
update 2019-10-03 Method 4 futher down
________________________________________________________________________________________
Index

Disable Rollback Side

Walk method 1 walk left or right to mouse click fixed background
Walk method 1a walk all directions to mouse click fixed background, best with isometric
Walk method 1b as 1a + perspective(scaling)

Walk method 2 walk left or right to mouse click scrolling background

Walk method 3 walk left or right on key click scrolling background

Walk method 4 walk following mousepointer



________________________________________________________________________________________

Disable Rollback Side

The function Rollback Side makes it possible for the player to jump back by mouse clicking on the left or right side of the screen.

Rollback Side can interfere with method 1, 1a and 2 below. If you use one of those methods you might want to disable Rollback side.



_____________________________________________________________________________________________________________


Method 1 mouse click, character move left or right inside the screen

This is a method for having a character walking between two points in response to input from the player.



This is the script.

Code: Select all

image bg room="room.png"

image semi stand = "sem6.png"

image semi walk:
    "sem1.png"
    0.3
    "sem2.png"
    0.3
    "sem3.png"
    0.3
    "sem4.png"
    0.3
    "sem5.png"
    0.3
    "sem6.png"
    0.3
    repeat

default sX= 310
default sY=260
default mX=0
default dist=0
default standWalk=0
default test=50

screen checkMouse():
    if standWalk==0:
        key "mousedown_1" action Jump("checkDist")


# The game starts here.
label start:
    scene bg room
    show screen checkMouse

label standRight:
    $ standWalk=0

    show semi stand:
        xpos sX
        ypos sY
        xzoom 1.0

    $ renpy.pause(hard=True)

label standLeft:
    $ standWalk=0

    show semi stand:
        xpos sX
        ypos sY
        xzoom -1.0

    $ renpy.pause(hard=True)

label walkRight:
    $ standWalk=1

    show semi walk:
        xpos sX
        ypos sY
        xzoom 1.0
        linear dist/100.0 xpos mX

    $ renpy.pause(delay=dist/100.0, hard=True)
    $ sX=mX
    jump standRight

label walkLeft:
    $ standWalk=1

    show semi walk:
        xpos sX
        ypos sY
        xzoom -1.0
        linear dist/100.0 xpos mX

    $ renpy.pause(delay=dist/100.0, hard=True)
    $ sX=mX
    jump standLeft

label checkDist:
    $ mX=renpy.get_mouse_pos()[0]

    if mX>sX:
        $ dist = mX-sX
        jump walkRight

    else:
        $ dist = sX-mX
        jump walkLeft

This example is in side view and the character walking to an x position indicated by a mouse click.

_____________________________________________________________________________________________________________

Method 1 A mouse click, character move all directions inside the screen

This is a method for having a character walking between two points in response to input from the player with a mouse click.
Evolved from method 1 above. Now walking in all directions. This version works best with an isometric background.



This is the script.

Code: Select all

init python:
    import math

image semi stand = "sem6b.png"


image semi walk:
    "sem1b.png"
    0.3
    "sem2b.png"
    0.3
    "sem3b.png"
    0.3
    "sem4b.png"
    0.3
    "sem5b.png"
    0.3
    "sem6b.png"
    0.3
    repeat


default sX= 310
default sY=470
default mX=0
default mY=0
default dist=0
default standWalk=0

screen checkMouse():
    if standWalk==0:
        key "mousedown_1" action Jump("checkDist")


label start:
    scene forroom
    show screen checkMouse

label standRight:
    $ standWalk=0

    show semi stand:
        xpos sX-37
        ypos sY-150
        xzoom 1.0

    $ renpy.pause(hard=True)

label standLeft:
    $ standWalk=0

    show semi stand:
        xpos sX-37
        ypos sY-150
        xzoom -1.0

    $ renpy.pause(hard=True)

label walkRight:
    $ standWalk=1

    show semi walk:
        xpos sX-37
        ypos sY-150
        xzoom 1.0
        linear dist/100.0 xpos mX-37 ypos mY-150

    $ renpy.pause(delay=dist/100.0, hard=True)
    $ sX=mX
    $ sY=mY
    jump standRight

label walkLeft:
    $ standWalk=1

    show semi walk:
        xpos sX-37
        ypos sY-150
        xzoom -1.0
        linear dist/100.0 xpos mX-37 ypos mY-150

    $ renpy.pause(delay=dist/100.0, hard=True)
    $ sX=mX
    $ sY=mY
    jump standLeft

label checkDist:
    python:
        mX=renpy.get_mouse_pos()[0]
        mY=renpy.get_mouse_pos()[1]

        if mY<118:
            mY=118

        if mX<164:
            mX=164

        elif mX>525:
            mX=525

        xD = sX-mX
        yD = sY-mY
        dist = (xD**2)+(yD**2)
        dist= math.sqrt(dist)


    if mX>sX:
        jump walkRight

    else:
        jump walkLeft


_____________________________________________________________________________________________________________

Method 1 B mouse click, character move all directions inside the screen, background drawn in perspective

This is a method for having a character walking between two points in response to input from the player with a mouse click.
Evolved from method 1 and 1a above.



This is the script.

Code: Select all

init python:
   import math

image semi stand = "sem6b.png"


image semi walk:
   "sem1b.png"
   0.3
   "sem2b.png"
   0.3
   "sem3b.png"
   0.3
   "sem4b.png"
   0.3
   "sem5b.png"
   0.3
   "sem6b.png"
   0.3
   repeat


default sX= 310
default sY=470
default mX=0
default mY=0
default sZ=1.0
default mZ=1.0
default dist=0
default standWalk=0

screen checkMouse():
   if standWalk==0:
       key "mousedown_1" action Jump("checkDist")


label start:
   scene forroom
   show screen checkMouse

label standRight:
   $ standWalk=0

   show semi stand:
        xpos int(sX-(37*sZ))
        ypos int(sY-(150*sZ))
        xzoom sZ
        yzoom sZ

   $ renpy.pause(hard=True)

label standLeft:
   $ standWalk=0

   show semi stand:
        xpos int(sX-(37*sZ))
        ypos int(sY-(150*sZ))
        xzoom -sZ
        yzoom sZ

   $ renpy.pause(hard=True)

label walkRight:
   $ standWalk=1

   show semi walk:
        xpos int(sX-(37*sZ))
        ypos int(sY-(150*sZ))
        xzoom sZ
        yzoom sZ
        linear dist/100.0 xpos int(mX-(37*mZ)) ypos int(mY-(150*mZ)) xzoom mZ yzoom mZ

   $ renpy.pause(delay=dist/100.0, hard=True)
   $ sX=mX
   $ sY=mY
   $ sZ=mZ
   jump standRight

label walkLeft:
   $ standWalk=1

   show semi walk:
        xpos int(sX-(37*sZ))
        ypos int(sY-(150*sZ))
        xzoom -sZ
        yzoom sZ
        linear dist/100.0 xpos int(mX-(37*mZ)) ypos int(mY-(150*mZ)) xzoom -mZ yzoom mZ

   $ renpy.pause(delay=dist/100.0, hard=True)
   $ sX=mX
   $ sY=mY
   $ sZ=mZ
   jump standLeft

label checkDist:
   python:
       mX=renpy.get_mouse_pos()[0]
       mY=renpy.get_mouse_pos()[1]

       if mY<118:
           mY=118

       if mX<164:
           mX=164

       elif mX>525:
           mX=525

       xD = sX-mX
       yD = sY-mY
       dist = (xD**2)+(yD**2)
       dist= math.sqrt(dist)


       mZ= 0.6 + ((mY-315)*0.00276)
       if mZ<0.6:
           mZ=0.6
       elif mZ>1.0:
           mz=1.0


   if mX>sX:
       jump walkRight

   else:
       jump walkLeft
_____________________________________________________________________________________________________________

1 c Additional points to 1 a and 1 b

How to have different walk cycles for different angles of walking, walk-able area and 2-stage walk.



Techniques used in this script.

Code: Select all

screen checkMouse():
   if standWalk==0:
       key "mousedown_1" action Jump("checkDist")


###############################################################################


label start:      
   scene bg starpre
   show screen checkMouse


label stand1:
   $ standWalk=0

   if 220<walkDegree<320:
       show Semi standB:
           xpos int(SemX-(37*sZ))
           ypos int(SemY-(150*sZ))
           zoom sZ

   elif 40<walkDegree<140:
       show Semi standF:
           xpos int(SemX-(37*sZ))
           ypos int(SemY-(150*sZ))
           zoom sZ

   elif 90<walkDegree<270:
       show Semi standL:
           xpos int(SemX-(37*sZ))
           ypos int(SemY-(150*sZ))
           zoom sZ

   else:
       show Semi stand:
           xpos int(SemX-(37*sZ))
           ypos int(SemY-(150*sZ))
           zoom sZ


   if inArea(SemX,SemY,240, 420, 335, 480):
       menu:
           "Do you want to go down the stairs?"
           "Yes":
               pass
           "No":
               pass

   elif inArea(SemX,SemY,332, 307, 434, 320):  
       menu:
           "Do you want to take a closer look at the painting at the wall?"
           "Yes":
               pass
           "No":
               pass

   elif inArea(SemX,SemY,542, 316, 592, 340):
       "The door is locked. I don't know how to open it."
       $ standWalk=0

   $ renpy.pause(hard=True)



label walk:
   $ standWalk=1    

   if 220<walkDegree<320:
       show Semi WalkUp:
           xpos int(SemX-(37*sZ))
           ypos int(SemY-(150*sZ))
           zoom sZ
           linear dist/100.0 xpos int(mX-(37*mZ)) ypos int(mY-(150*mZ)) zoom mZ

   elif 40<walkDegree<140:
       show Semi WalkDown:
           xpos int(SemX-(37*sZ))
           ypos int(SemY-(150*sZ))
           zoom sZ
           linear dist/100.0 xpos int(mX-(37*mZ)) ypos int(mY-(150*mZ)) zoom mZ

   elif 90<walkDegree<270:
       show Semi WalkLeft:
           xpos int(SemX-(37*sZ))
           ypos int(SemY-(150*sZ))
           zoom sZ
           linear dist/100.0 xpos int(mX-(37*mZ)) ypos int(mY-(150*mZ)) zoom mZ

   else:
       show Semi WalkRight:
           xpos int(SemX-(37*sZ))
           ypos int(SemY-(150*sZ))
           zoom sZ
           linear dist/100.0 xpos int(mX-(37*mZ)) ypos int(mY-(150*mZ)) zoom mZ


   $ renpy.pause(delay=dist/100.0, hard=True)
   $ SemX=mX
   $ SemY=mY
   $ sZ=mZ

   if sX2>0:
       $ mX=sX2
       $ mY=sY2
       $ sX2=0
       $ sY2=0
       jump cd2
   else:
       jump stand1



label checkDist:
   python:
       mX=renpy.get_mouse_pos()[0]
       mY=renpy.get_mouse_pos()[1]

label cd2:
   python:

       if inArea(mX,mY,0, 0, 254, 406) and inArea(SemX,SemY,0, 406, 640, 480):   ### 2 step
           sX2=mX
           sY2=mY
           mX= 307
           mY= 389

       elif inArea(SemX,SemY,0, 0, 254, 406) and inArea(mX,mY,246, 406, 640, 480):  #### 2 step
           sX2=mX
           sY2=mY
           mX= 307
           mY= 389

       elif inArea(mX,mY,0, 406, 246, 480):
           mX= 298
           mY= 456
           if inArea(SemX,SemY,0, 0, 254, 406):
               sX2=mX
               sY2=mY
               mX= 307
               mY= 389


       elif inArea(mX,mY,307, 164, 442, 263):
           mX= 369
           mY= 318

       elif inArea(mX,mY,571, 214, 594, 320):
           mX= 562
           mY= 325

       elif inArea(mX,mY,0, 391, 174, 407):
           mX= 150
           mY= 405

       if mY<315:
           mY=315


       if mX<205 and 313<mY<396:
           if mX<205-(0.8642*(mY-313)):                
               mX = int(205-(0.8642*(mY-313)))

       if mX>558 and 378>mY:
           if mX>558+(0.31429*(mY-309)):
               mX = int(558+(0.31429*(mY-309)))

       if mX>580 and 379<mY:
           if mX>580+(0.81481*(mY-379)):
               mX = int(580+(0.81481*(mY-379)))

       xD = SemX-mX
       yD = SemY-mY
       dist = (xD**2)+(yD**2)
       dist= math.sqrt(dist)

       mZ= 0.6 + ((mY-315)*0.00276)
       if mZ<0.6:
           mZ=0.6
       elif mZ>1.0:
           mz=1.0

       walkDegree = math.degrees(math.atan2(yD, xD))+180


   jump walk 
_____________________________________________________________________________________________________________


Method 2 side view, mouse click and moving background


Code: Select all

image bg room="longroom.png"

image semi stand = "sem6b.png"



image semi walk:
    "sem1b.png"
    0.3
    "sem2b.png"
    0.3
    "sem3b.png"
    0.3
    "sem4b.png"
    0.3
    "sem5b.png"
    0.3
    "sem6b.png"
    0.3
    repeat

define sX= 310
define sY=335
default mX=0
default dist=0
default standWalk=0
default rX= -1000

screen checkMouse():
    if standWalk==0:
        key "mousedown_1" action Jump("checkDist")


# The game starts here.
label start:
    scene bg room:
        xpos rX
    show screen checkMouse

label standRight:
    $ standWalk=0

    show semi stand:
        xpos sX
        ypos sY
        xzoom 1.0

    $ renpy.pause(hard=True)

label standLeft:
    $ standWalk=0

    show semi stand:
        xpos sX
        ypos sY
        xzoom -1.0

    $ renpy.pause(hard=True)

label walkRight:
    $ standWalk=1
    scene bg room:
        xpos rX
        linear dist/100.0 xpos rX-dist

    show semi walk:
        xpos sX
        ypos sY
        xzoom 1.0

    $ renpy.pause(delay=dist/100.0, hard=True)
    $ rX -= dist
    jump standRight

label walkLeft:
    $ standWalk=1

    scene bg room:
        xpos rX
        linear dist/100.0 xpos rX+dist

    show semi walk:
        xpos sX
        ypos sY
        xzoom -1.0

    $ renpy.pause(delay=dist/100.0, hard=True)
    $ rX += dist
    jump standLeft

label checkDist:
    $ mX=renpy.get_mouse_pos()[0]

    if mX>320:
        $ dist = mX-320
        if rX-dist<-4067:
            $ dist= 4067 + rX
        jump walkRight

    else:
        $ dist = 320-mX
        if rX+dist>-351:
            $ dist= -(351 + rX)
        jump walkLeft



example of test walking using this method (and some more stuff)



_____________________________________________________________________________________________________________


Method 3 side view, key click and moving background


Code: Select all

image bg room="longroom.png"

image semi stand = "sem6b.png"


image semi walk:
    "sem1b.png"
    0.3
    "sem2b.png"
    0.3
    "sem3b.png"
    0.3
    "sem4b.png"
    0.3
    "sem5b.png"
    0.3
    "sem6b.png"
    0.3
    repeat

define sX= 310
define sY=335
default rX= -1000.0

default kdir=2

screen checkKey():
    if kdir==1:
        add "semi walk" xpos sX ypos sY xzoom 1.0
    elif kdir==-1:
        add "semi walk" xpos sX ypos sY xzoom -1.0

    key "K_RIGHT" action [SetVariable("kdir",kdir+1), Jump("t2")]
    key "K_LEFT" action [SetVariable("kdir",kdir-1), Jump("t2")]


# The game starts here.
label start:
    scene bg room:
        xpos int(rX)
    show screen checkKey


label stand:
    if kdir==2:
        show semi stand:
            xpos sX
            ypos sY
            xzoom 1.0
    else:
        show semi stand:
            xpos sX
            ypos sY
            xzoom -1.0

    $ kdir=0
    $ renpy.pause(hard=True)

label wtimer:

    if rX>-351:
        $ rX=-351
        $ kdir=-2
        jump stand

    if rX<-4067:
        $ rX=-4067
        $ kdir=2
        jump stand

    $ renpy.pause(delay=0.02, hard=True)

label t2:
    if kdir>1:
        $ kdir=2
    if kdir<-1:
        $ kdir=-2

    if kdir==1:
        jump walkRight
    elif kdir==-1:
        jump walkLeft
    else:
        jump stand

label walkRight:
    $ rX -= 2.3
    scene bg room:
        xpos int(rX)
    jump wtimer

label walkLeft:
    $ rX += 2.3
    scene bg room:
        xpos int(rX)
    jump wtimer

____________________________________________________________

Method 4 following the mousepointer

Method of movement seen in this video


The code for the movement in that video is shown below. The method for stoping the character is not included.
The use of a colormap is demonstrated in this thread; viewtopic.php?f=51&t=57299
The Owl's movements are not included either.

Code: Select all

screen checkMouse():
 
    if SemY>324:                                                       #### when Semi is closer to camera
        add "bg/stonepeople.png" pos(88, 215)

    if SemY>350:
        add "bg/erkilstat.png" pos(371, 4)

    if walkOn==0:                                                   #############  Change mode between stand and walk
        text "Stand" ypos 52 color "f00"
        $ setattr(config, "mouse", {"default": [("gui/cursor_arrow.png", 0, 0)]})
        key "mousedown_1" action SetVariable("walkOn", 1)
    elif walkOn==1:
        text "Walk" ypos 52 color "0f0"
        $ setattr(config, "mouse", {"default": [("images/gui/cursor_walk.png", 0, 0)]})
        key "mousedown_1" action SetVariable("walkOn", 0)


    if walkOn==0:                                                                                      ################## drawing standing Semi
        if walkDegree>60 and walkDegree<120.5:
            add "Semi standF" xpos int(SemX-(37*mZ)) ypos int(SemY-(150*mZ)) zoom mZ
        elif walkDegree>120 and walkDegree<240.5:
            add "Semi standL" xpos int(SemX-(37*mZ)) ypos int(SemY-(150*mZ)) zoom mZ
        elif walkDegree>240 and walkDegree<300.5:
            add "Semi standB" xpos int(SemX-(37*mZ)) ypos int(SemY-(150*mZ)) zoom mZ
        else:
            add "Semi stand" xpos int(SemX-(37*mZ)) ypos int(SemY-(150*mZ)) zoom mZ


    if walkOn==1:                                                                         ###############################  showing walking Semi
        if walkDegree>60 and walkDegree<120.5:
            add "Semi WalkDown" xpos int(SemX-(37*mZ)) ypos int(SemY-(150*mZ)) zoom mZ
        elif walkDegree>120 and walkDegree<240.5:
            add "Semi WalkLeft" xpos int(SemX-(37*mZ)) ypos int(SemY-(150*mZ)) zoom mZ
        elif walkDegree>240 and walkDegree<300.5:
            add "Semi WalkUp" xpos int(SemX-(37*mZ)) ypos int(SemY-(150*mZ)) zoom mZ
        else:
            add "Semi WalkRight" xpos int(SemX-(37*mZ)) ypos int(SemY-(150*mZ)) zoom mZ


    if SemY<351:                                                           ################# when Semi is further back
        add "bg/erkilstat.png" pos(371, 4) alpha 0.7

    if SemY<325:
        add "bg/stonepeople.png" pos(88, 215)




label stand1:

    $ speed = dist/4                                                                 ################   Setting speed from distance between mouse and point at Semi's feet
    if speed>10:
        $ speed = 10

    if speed<0.1:
        $ walkOn=0

    if walkOn==1:                           ##################    Changing Semi's X and Y using speed
        if xD!=0 and yD!=0:
            $ SemX -= (xD/dist) * speed
            $ SemY -= (yD/dist) * speed


    $ renpy.pause(0.1, hard=True)       ##### Wait to get a timed loop
    jump checkDistskull


label checkDistskull:
    python:
        mX=renpy.get_mouse_pos()[0]
        mY=renpy.get_mouse_pos()[1]

        xD = SemX-mX                               ####  Calculate distance between mousepointer and point at Semi's feet
        yD = SemY-mY
        dist = (xD**2)+(yD**2)
        dist= math.sqrt(dist)
        walkDegree = math.degrees(math.atan2(yD, xD))+180     ### and angel between those point

        mZ= 0.6 + ((SemY-315)*0.00276)         ###  Set variable for zooming for different distances from camera
        if mZ<0.3:
            mZ=0.3
        elif mZ>1.0:
            mZ=1.0


    jump stand1



_____________________________________________________________________________________________________________
Last edited by Per K Grok on Thu Nov 07, 2019 1:40 pm, edited 8 times in total.
Image Visual Story Telling, DeviantArt Group for animations, comics, games and illustrations https://www.deviantart.com/acgi

User avatar
Per K Grok
Miko-Class Veteran
Posts: 539
Joined: Fri May 18, 2018 1:02 am
Completed: the Ghost Pilot, Sea of Lost Ships, Bubbles and the Pterodactyls, Defenders of Adacan Part 1
Projects: Defenders of Adacan Part 2
Deviantart: pekj
itch: per-k-grok
Location: Sverige
Contact:

Re: Player controlled movementet of entity (update 2019-01-17)

#2 Post by Per K Grok » Thu Jan 17, 2019 2:12 pm

Update in op :)
Image Visual Story Telling, DeviantArt Group for animations, comics, games and illustrations https://www.deviantart.com/acgi

User avatar
Per K Grok
Miko-Class Veteran
Posts: 539
Joined: Fri May 18, 2018 1:02 am
Completed: the Ghost Pilot, Sea of Lost Ships, Bubbles and the Pterodactyls, Defenders of Adacan Part 1
Projects: Defenders of Adacan Part 2
Deviantart: pekj
itch: per-k-grok
Location: Sverige
Contact:

Re: Player controlled movementet of entity (update 2019-01-31)

#3 Post by Per K Grok » Thu Jan 31, 2019 1:54 am

update in op :)
Image Visual Story Telling, DeviantArt Group for animations, comics, games and illustrations https://www.deviantart.com/acgi

User avatar
Per K Grok
Miko-Class Veteran
Posts: 539
Joined: Fri May 18, 2018 1:02 am
Completed: the Ghost Pilot, Sea of Lost Ships, Bubbles and the Pterodactyls, Defenders of Adacan Part 1
Projects: Defenders of Adacan Part 2
Deviantart: pekj
itch: per-k-grok
Location: Sverige
Contact:

Re: Player controlled movementet of entity (update 2019-02-10)

#4 Post by Per K Grok » Sun Feb 10, 2019 4:55 am

update in op :)
Image Visual Story Telling, DeviantArt Group for animations, comics, games and illustrations https://www.deviantart.com/acgi

User avatar
Per K Grok
Miko-Class Veteran
Posts: 539
Joined: Fri May 18, 2018 1:02 am
Completed: the Ghost Pilot, Sea of Lost Ships, Bubbles and the Pterodactyls, Defenders of Adacan Part 1
Projects: Defenders of Adacan Part 2
Deviantart: pekj
itch: per-k-grok
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Re: Player controlled movementet of entity (update 2019-02-17)

#5 Post by Per K Grok » Sun Feb 17, 2019 6:28 am

Update in OP :)
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Re: Player controlled movementet of entity (update 2019-02-23)

#6 Post by Per K Grok » Sat Feb 23, 2019 3:48 am

update in op
:)
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Re: Player controlled movementet of entity (update 2019-03-13)

#7 Post by Per K Grok » Wed Mar 13, 2019 3:40 pm

Update in OP :)
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Re: Player controlled movementet of entity (update 2019-03-13)

#8 Post by CalixtheGreat » Sun Mar 24, 2019 6:43 am

Useful codes. Definitely going to apply these stuffs on my game. Thanks for sharing buddy! :D
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Re: Player controlled movementet of entity (update 2019-03-13)

#9 Post by Per K Grok » Sun Mar 24, 2019 12:16 pm

CalixtheGreat wrote:
Sun Mar 24, 2019 6:43 am
Useful codes. Definitely going to apply these stuffs on my game. Thanks for sharing buddy! :D
You're welcome. I'm glad if it is useful. :)
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Re: Player controlled movementet of entity (update 2019-03-13)

#10 Post by RocketAdriftGames » Sat Apr 13, 2019 3:19 pm

Thank you for posting these examples! Can't wait to try them out.

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Re: Player controlled movementet of entity (update 2019-03-13)

#11 Post by Per K Grok » Mon Apr 15, 2019 1:19 pm

RocketAdriftGames wrote:
Sat Apr 13, 2019 3:19 pm
Thank you for posting these examples! Can't wait to try them out.
Thank You. I hope it will be useful for you. :)
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Re: Player controlled movementet of entity (update 2019-03-13)

#12 Post by Per K Grok » Sun Nov 03, 2019 10:39 am

Update in OP :)
Method 4 following mouse pointer
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