Rotating/moving sceneries - any good ideas how to achieve that?

kapserkapser Member Posts: 458
edited November -1 in Working with GS (Mac)
Hey, I have a vague question and hopefully I can explain this the best I can.

I've been trying to make moving sceneries to add some dynamics to my backgrounds but I'm having hard time achieving this. Do you guys have any tips of the better way of making this? First, we have to enable move to have it rotate so it's probably taking some juice as a physic object. Also, I couldn't make it rotate properly.

What I'm trying to do: Having tree's and bushes for example rotate/stretch right and left to add some movement, just as if the wind was blowing on them.

I tried using rules using actor's rotation so when it's at 45 degree I use rotate to angle to 135 degree, and a rule at 135 degree and make it rotate to angle 45 degree. The problem seem to be that the rule doesn't detect actor's rotation so my behaviour never happens.

Then I tried using timers and a variable attribute changing from 1 to 0, and rotate behaviour clockwise when it's at 1 and counterclockwise when it's at 0. This time the problem is; it rotates once in every direction, but then only stops and rotate one direction. I suspect it has something to do with the fact that it's already rotating before the first timer change variable and the initial rotation movement is stacking with the new one so it stay still instead of changing direction, but I really can't find a way to figure this out.

Hope it's clear enough, did any of you tried to do that kind of moving sceneries? Any ideas would be apperiated!

Comments

  • kapserkapser Member Posts: 458
    Yeah I hope being able to add parralax backgrounds, but I was really hoping in making these animated sceneries work. Actually, I just realized that I could simply animate the sprites so I don't have to make them physical coded actors even if it takes a bit more file size.

    I'm not familiar with GS and I forgot it actually had a particle system, which I never experimented with yet. It's a good idea I'll check what I can do with that, thanks!
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