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Flyguy #3

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ltecot opened this issue Oct 15, 2015 · 5 comments
Open

Flyguy #3

ltecot opened this issue Oct 15, 2015 · 5 comments
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@ltecot
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ltecot commented Oct 15, 2015

The flyguy movement is a little strange right now as it is inverted vertically. Additionally I think it'd probably be nice if they had some inertia to make the flying a little cooler.

@ltecot ltecot self-assigned this Oct 15, 2015
@amiruqdah
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The particle effects you added are dope! You might want to add some friction to FlyGuy's controller to simulate the float feeling we are going for. That way you can easily build up speed. Just make sure you clamp the values so that he doesn't fly too fast @Cranapple

@amiruqdah amiruqdah assigned amiruqdah and ltecot and unassigned ltecot and amiruqdah Oct 21, 2015
@amiruqdah
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@Cranapple (Weird you can't assign multiple people to one issue)

I'm going to make a few edits to the respawn system in general, because I don't think we have a queue system set up yet that lets us know which FlyGuy to send to which pipe on death, etc. I'm not sure how this is going to work with NetPlayers, but I'm thinking all we'd need to do is pop a fly guy from the list, and send him to whatever spawn pipe that is relative to the color of the player that died.

I'll might give this a shot when I wake up. I think there were a few callbacks we could set in NetPlayer related to connecting and disconnecting.

@amiruqdah
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@Cranapple OHHH - I just realized you already did this, haha. Do you think you can animate the fly guy's to linearly interpolate to their new spawn position before spawning? Just subtract the players position from the pipe position, and linearly interpolate over all the points of the vector.

@ltecot
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ltecot commented Oct 21, 2015

Yea I can do that. Also I believe the way I set it up currently just makes it grab a random fly guy, but ideality it'd be a queue so people who join first / spent the longest time after dying would get selected first, so I'll add that in too.

@amiruqdah
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@Cranapple 👍

@amiruqdah amiruqdah added this to the v0.1 milestone Oct 22, 2015
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