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Turning vs. Walking

Started by May 30, 2013 04:13 PM
0 comments, last by ActiveUnique 11 years, 8 months ago

I'm trying to figure out how to implement just turning instead of walking. I'm making a grid based game and there is 8 frames in between every step that's allowed. However I want you to be able to just tap a key and turn instead of automatically taking a step. I've tried this taking an 8 frame pause if player walks a direction he is not facing. Unfortunately it just makes it clunky to walk around when you're turning while walking.

It may help someone who is answering if you explain how the player is moving. For now my response is based on the usual, you have a regular keyboard, the player moves by holding down direction buttons continuously, and the time simulated flows continuously.

Primary Solution

Add a new key to force standing still, eg. while SHIFT is held; or push B to toggle. From experience playing I think shift, control, and space are good for holding down; a regular number or letter key is ok for toggle on/off.

Extra

If you have a double tap for any action this is important, performing the action should automatically allow the player to move again or that'd be incredibly annoying.

Make as many keys applicable do the same important things or you're underselling its functionality.

I've read about the idea guy. It's a serious misnomer. You really want to avoid the lazy team.

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