Rotate to vertical (card dealing)
tatiang
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I'm building a card dealing template and I'm pretty happy with it so far but I think the actual tossing of the cards could use some visual improvement. Specifically, I'm interpolating their self.rotation to 180 when they are at the right x/y position.
Anyone have ideas for how to have a more natural looking toss?
(Note that those are actually 52 card actors stacked to make a deck and then shuffled... the deck shrinks as cards are dealt)
The white image of the deck (card back) will be fixed in a later version, as will the card flip glitch.
Anyone have ideas for how to have a more natural looking toss?
(Note that those are actually 52 card actors stacked to make a deck and then shuffled... the deck shrinks as cards are dealt)
The white image of the deck (card back) will be fixed in a later version, as will the card flip glitch.
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- Thomas
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Why not just say interpolate card x and y to wherever in x seconds, and then interpolate card rotation to 180 in x seconds, with x being the same? That seems to be the most logical way, unless i'm missing something.
- Thomas
Hm... :-?
- Thomas
But I'll be darned, it works perfectly with just a single Interpolate self.Rotation to 180 in 1 second. Thanks so much!
I'm not so worried about enforcing a constant rate, but I'd think it would be pretty easy by altering the duration based on the distance (something I alluded to earlier).
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Can you send me the project (or at least the relevant part) - I have a couple of ideas that might add a little visual improvement.
It's basically just Interpolate X to newX, Interpolate Y to newY, Interpolate Rotation to 180... [ease out] all in 0.7 seconds. Or did you mean the deck, shuffling, etc.?
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- Thomas
Nice @tatiang :-) As a suggestion, make the deal out card time shorter still, 0.5 or even 0.4 will make it look snappier, I'm thinking.
Another suggestion if you want is to also reduce the wait time in between the cards dealing out.
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Here you go, this is the kind of thing I was thinking . . . (project attached)
The one thing I'd mention (even more than the 'toss' animation) is the colour palette, it seems a little muted, card games (and card game visual 'culture') is pretty rich stuff, reds, baize, gold, rich wood colours and all that skeuomorphic stuff . . .
And yeah, I have little to no design sense when it comes to graphics. It's more of a proof of concept at this point but I suppose I should really spice it up.
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- Thomas
But other than that it's looking pretty cool, @socks gives it that bit more and I think once you get the basic code done you can really work with great effects.
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- Thomas
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