contiuous input
Moderators: Flumminator, Zomis
I was wondering, would a *contiuous input* be possible?
So when its set, it causes a contunuous input of the specified key, when that key is pressed
Example, with "directional continuous input* it causes the game to continually simulate a directional press, so if the player presses down, it will continue to do down keypresses even though the key isnt actually pressed, and since it is a directional continual input, i suppose a selection of available directions would be needed.
so horizontal, vertical, left, right, up, down, all directions
so if it has directional continual input, pressing down would result in continual downwards movement, from there, pressing left would switch the continual input from being down to being left.
also with this could be the "item use continuous input"
Im not sure how possible this would be but it could be useful and would enable some interesting new CE's and levels (pacman anyone?)
So when its set, it causes a contunuous input of the specified key, when that key is pressed
Example, with "directional continuous input* it causes the game to continually simulate a directional press, so if the player presses down, it will continue to do down keypresses even though the key isnt actually pressed, and since it is a directional continual input, i suppose a selection of available directions would be needed.
so horizontal, vertical, left, right, up, down, all directions
so if it has directional continual input, pressing down would result in continual downwards movement, from there, pressing left would switch the continual input from being down to being left.
also with this could be the "item use continuous input"
Im not sure how possible this would be but it could be useful and would enable some interesting new CE's and levels (pacman anyone?)
(Splitted this thread from viewtopic.php?t=587)
Hmm... I don't think Roadblock is exactly what Darkon is looking for, since in Roadblock there is no way to stop half-way and then go in another direction. That possibility would exist with "continous input".
Hmm... I don't think Roadblock is exactly what Darkon is looking for, since in Roadblock there is no way to stop half-way and then go in another direction. That possibility would exist with "continous input".
Ok, here it is... http://www.zomis.net/rnd/download.php?id=388
Unfortunately, it's very buggy and not very usable in regular level at all
Unfortunately, it's very buggy and not very usable in regular level at all
I've just created a new version of CE continuous input that's totally bug-free and great (and uses just 5 CEs).
While RNDFA is down, you can get it here: http://www.smnd.sk/tomi/files/rnd/001.level
While RNDFA is down, you can get it here: http://www.smnd.sk/tomi/files/rnd/001.level
Well... define "bug-free" Even though there aren't any real "bugs" there might be some missing features... for example, I saw the player jump 3 or 4 steps in 1 frame a couple of times... maybe it's not a bug, but it's a little strange.Tomi wrote:I've just created a new version of CE continuous input that's totally bug-free and great (and uses just 5 CEs).
While RNDFA is down, you can get it here: http://www.smnd.sk/tomi/files/rnd/001.level
And well, in general your example is quite good. And pretty simple as well.
However, I'd still like to see "real" continous input in RND
Well... even though it's not perfect, I just found another solution:
http://www.zomis.net/rnd/download.php?id=395
(You need version 3.2.0-5 or later for this)
http://www.zomis.net/rnd/download.php?id=395
(You need version 3.2.0-5 or later for this)
> Well its the same as what good is gravity good for?
> Its basically just for different style levels.
No!! My point was not that it may be useless, but that I still wasn't 100% sure how it works, in which player behaviour it results and what things could be done with it.
But I think I get the idea now: You start the player, and it won't stop running until it hits some other element!
Hope that I got it now! :-)
> Its basically just for different style levels.
No!! My point was not that it may be useless, but that I still wasn't 100% sure how it works, in which player behaviour it results and what things could be done with it.
But I think I get the idea now: You start the player, and it won't stop running until it hits some other element!
Hope that I got it now! :-)
Close, but it also allows the player to change direction,
so you cannot stop moving however you can still change direction if you try... Just... you'll keep moving in that new direction, only way to stand still would be to hit something, kinda like what you get when you wear roller skates for the first time, you cant stop but your still able to turn around, only way to stop is to bump into something.
Unless this is what you ment, if thats the case, ignore my previous statement.
so you cannot stop moving however you can still change direction if you try... Just... you'll keep moving in that new direction, only way to stand still would be to hit something, kinda like what you get when you wear roller skates for the first time, you cant stop but your still able to turn around, only way to stop is to bump into something.
Unless this is what you ment, if thats the case, ignore my previous statement.
> http://www.zomis.net/rnd/download.php?id=395
Often it doesn't work when I press an arrow once (= I still continue moving in my previous direction)... nice idea, but I consider the "delayed roadblock" style better.
However, this idea has one advantage: the player actually *moves*, so he can collect, dig etc. (But I think this would be easy to port it also to my implementation.)
Often it doesn't work when I press an arrow once (= I still continue moving in my previous direction)... nice idea, but I consider the "delayed roadblock" style better.
However, this idea has one advantage: the player actually *moves*, so he can collect, dig etc. (But I think this would be easy to port it also to my implementation.)