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 Aw.. shit. 
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Post Re: Aw.. shit.
the pole was finished yesterday, I still need to add in the player's ability to jump from the pole, ladder, ledge etc.

but today I'm going to be redoing the lens of truth, after that is speeding up the reaction time of the player object in the spider test to allow faster wall crawling.

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Sat Mar 18, 2017 9:26 am
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Post Re: Aw.. shit.
nevermind, the lens of truth was done the only way possible.

redid the physics jump, which is necessary for underwater jump speed control. next I'll redo the underwater movement prohibitions, then convert it all into 2 modes, swimming and diving. Then I gotta make them into programmed states when touching water and find a method for the script to determine that it has enter or left water. probably a simple water entry state that switches to a normal water state when you stop touching the waters surface, but that would be a problem if the player were in shallow water where they could touch it and jump out.

oh, right of course, water needs to have 2 edges. water and exit water. if water and exit water are true, then enter water state, if water state only is true then enter water state. if only exit water state is true then turn off water state. that'll work.

I did some fucking around with the wall crawling test and realized it's far from presentable, it needs a different design and a shit load of state programming but overall it's at least functional.

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Sun Mar 19, 2017 7:08 pm
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Post Re: Aw.. shit.
I ended-up tidying up the physics jump, it has 2 modes currently (and will get more later) but the current 2 are enough to illustrate the differences.

one is a speedy normal high jump, the other is a water slowed high jump. both can reach to about the same hieght, in honesty I made the water jump able to reach higher on the first jump to give that feeling of a carried momentum. but the normal jump can reach about 5 feet higher at max after a few carefully timed bounds.

And this ain't even teh super high jump bitches!, right now the player can jump high enough to put 18 to 19 feet beneath them easily. (talk about kicking ass!)

later I will have to do an even more slow jump and fall system for mud and lava etc. and even slower for "G00P".

tomorrow I do the normal movement prohibitions for underwater action/adventure fuckery.

then make a swimming state (basically a slow moving flying state but only while in the water).

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Mon Mar 20, 2017 7:27 pm
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Post Re: Aw.. shit.
Today I discovered that linear velocities and servo controls are not completely compatible, and inear velocities and linear velocites are not compatible at all (one or the other) in fact if two separate axis motions are done one will work and the other will not, or both will work but only very slightly.

this means all my nice physics movements will refuse to work with each other. which means I have to go back to the drawing board to figure out how to do gradual increases in speed. I might have to program the gradual increase manually.

Edit; because they work independently I am going to assume they will work if both the jump and the forward/backward motions are in the same actuator. if it works then that's the best option it would just mean a slight change to the programing.

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Wed Mar 22, 2017 2:44 pm
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Post Re: Aw.. shit.
Complicilated.

so because only 1 linear velocity motion can be activated smoothly at a time, and because servo motions cannot be slowed by other servo motions to the point they would have a falloff which would cause a jumping object to hit a peak and fall, and because servo motions and linear velocities don't mix. there really is only one option I've been trying to avoid:

I'll have to use a delay timer to trigger code which will add motion to a linear velocity motion actuator based on the keys pressed and abilities active.

I better go make sure linear velocity motions don't drive the player through wall corners first though.

realistically if I'm doing it this way I could do the same thing with a servo control too, just change the motion values in the jump from a script starting from a high and subtracting as it goes up. that might be the better option.

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Wed Mar 22, 2017 7:59 pm
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Post Re: Aw.. shit.
https://docs.blender.org/api/249PythonD ... class.html

this is what I will be fucking with for the foreseeable future.

in the few hours every day when my head is awake enough to deal with it and I don't have class to teach..

fuck it takes time to make a good patreon project that wont fail.

Edit after a bit of messing about, I was able to use a combination of servo control motion and code to produce a fuckstate that slows the jump down till the linear velocity is negative and then cuts off the jump. pain in the arse.

next is to do the same thing for the underwater jump and then the general spam movements and general cummy movements. should be done in a week's time.

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Thu Mar 23, 2017 12:33 pm
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Post Re: Aw.. shit.
it's all working now, but there is one more problem..

keyboard regions.

apparently [space], [left arrow], [up arrow] and [down arrow] are in the same keyboard region, meaning only a max of 2 can be pressed at any given time.

so if you are pressing [space] to jump and [up arrow] to move forwards, you can't press [left arrow] to turn left!, however you can still press [right arrow] to turn right..

What do?

obviously I can't split up the arrow keys, so I have to move jump from the typically used button [Space] to something else.

Ideas for a different Jump button?

WASD are already in use.

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Fri Mar 24, 2017 7:25 am
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Post Re: Aw.. shit.
Z.

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Yeap.

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Fri Mar 24, 2017 8:20 am
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Post Re: Aw.. shit.
Z may be too cramped, good proposal though and I'll keep it in mind

right now the controls are the arrow keys for general movement (left and right turn, forwards and backwards move)

WASD are for crouching aiming and sidestepping

E is the action button

Q is the exit/cancel action button

Tab is like your LoZ 'L-targeting'

1,2,3,4,5 are Item slots/attacks.

there are 2 other buttons in range of the left/action hand's index finger: R, F

in range of the thumb is Alt, (Z but a far stretch), (X a bit cramped), then C and V are comfortable for me. I'm just afraid C and V might be in the same key region as wasd. In fact I know C is in the key region of S and D not sure about V.

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Fri Mar 24, 2017 11:40 am
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Post Re: Aw.. shit.
I'm now eyeballing the Right Ctrl key. it's close to the arrow keys but should be it's own region because it's a modifier key.

also I will be looking into gaming controllers as well as a second input method.

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Fri Mar 24, 2017 6:28 pm
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Post Re: Aw.. shit.
F-Zero physics complete. they are a bit bumpy in spots at a velocity of 75 (which is insane speed), it's much more simple than before and has no deadly errors. cooki: :fireeye

11 more things to go List (most are edits to already functional files):
Animations
bomb jump
door
hyper jump
rope swing test
space jump
speed/ice test
swimming
switches
trampoline
wall jump
Slides


Animations: need to make some interaction anims, need to fix the walk and jump anims.
Bomb Jump: new file
Door: new file, a switch that also opens.
hyper jump: new file, disable all movement, disable gravity, enable constant movement in the selected direction until touch wall or ceiling..
rope swing test: file done, need to program the Entry and exit to and from the swing state and make the rope swing on it's own till it stops.
space jump: new file, the physics are already done, just need to make a state for it.
Speed/Ice test: file done, just need to review it.
swimming: new file.
switches: new file.
trampoline: new file.
walljump: new file, physics may already be done.
slides: new file, slip sliding fun.

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Sat Mar 25, 2017 3:11 pm
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Post Re: Aw.. shit.
3D cursor Version 3 notes:

using the 2D system in an overlay scene, arrange another pointer in the 3D environment, Make a Pointer message where the orthographic camera in the overlay scene always records the vector between it and the 3D cursor in the overlay, then send this vector to the 3D game window in perspective mode, have the 3D pointer in perspective mode always match this angle however control the depth of the cursor with the mouse wheel.

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Mon Mar 27, 2017 9:22 pm
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Post Re: Aw.. shit.
joshex wrote:
F-Zero physics complete. they are a bit bumpy in spots at a velocity of 75 (which is insane speed), it's much more simple than before and has no deadly errors. cooki: :fireeye

11 more things to go List (most are edits to already functional files):
Animations
bomb jump
door
hyper jump
rope swing test
space jump
speed/ice test
swimming
switches
trampoline
wall jump
Slides


Animations: need to make some interaction anims, need to fix the walk and jump anims.
Bomb Jump: new file
Door: new file, a switch that also opens.
hyper jump: new file, disable all movement, disable gravity, enable constant movement in the selected direction until touch wall or ceiling..
rope swing test: file done, need to program the Entry and exit to and from the swing state and make the rope swing on it's own till it stops.
space jump: new file, the physics are already done, just need to make a state for it.
Speed/Ice test: file done, just need to review it.
swimming: new file.
switches: new file.
trampoline: new file.
walljump: new file, physics may already be done.
slides: new file, slip sliding fun.


rope swing physics instated. the character can now get on a rope, swing, and jump off it. still need to make the player's swing point on the rope dynamic and able to be changed in a 'rope climb' state. other than that, this shit's presentable.

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His name is not Robert Paulsen, His name is Gregory Matthew Bruni, he won so hard.

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Tue Apr 04, 2017 5:34 pm
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Post Re: Aw.. shit.
Switches, slides and door set-ups finished and fully functional.

6 more things to do before teh video gets made. Most appear to by types of jumps.

jumps are hard to do especially If I water state each of them, some can't be done while in a diving water state so those are freebies.

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Wed Apr 05, 2017 5:30 pm
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Post Re: Aw.. shit.
:errg

https://patreon.com/preview/ba05531941c ... a1dd1427a3

The level images are done.

it's not completely finished yet, I still need to add the main video and make the top image and account icon different, all of 3 things then this is done.

the stuff for the main video is done, just need to record it.

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Fri Apr 14, 2017 11:42 am
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