random city generation (with or without magnets) - Page 2

random city generation (with or without magnets)

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: random city generation (with or without magnets)

Post by FireStorm_ »

Be advised!
Gif is non-looping, F5 for reset.
Gif is 12mb. (still figuring it out, next one probably smaller :-) )

ok, here is a gif I made :-)

I got a bit side tracked, but I think it's ok (even necessary maybe) because i'm learning stuff that i can use for other stuff. :-)

I'm now going to try make the unit flip around 180 degrees when it stops to load the 'passenger', which I suspect will look a bit weird. (maybe I can think of something for that)
But first I'll try to make the loading-arms look a bit more sensible
User avatar
FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: random city generation (with or without magnets)

Post by FireStorm_ »

Still doing this. Still learning. (BAR remains priority for those who might be concerned :-) )

I've got a bit of a technical question I suppose, not strictly about the town spawning itself. That is going well enough, time allowing.

How can I get a look behind the scenes, so to speak, when it comes to the commands Spring processes and/or issues when a transporter sets off to go get a passenger?

I've got some simple code reversing the unit-direction of the transporter towards the the passenger, but it seems to happen before the transporter has come to a full stop (can i check when it has stopped some handy way? ).
So the units successfully turns it's back to the passenger, but (because of this?) it doesn't stop.

It starts the pick-up animation, moves it's arms so to speak, but it keeps moving (in the direction it was going when approaching the passenger) like it was sliding away on ice.

Funny, yes, but not what I intended :-)
Any help/advice appreciated.
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