You could make mouse-aim just bend her torso, arms, and head ever so slightly in conjunction so that you get a decent range for firing. There could be a min/max angle for firing so it doesn't break the animation on the sprite, which means that you'd still have to move up/down in order to get things out of range.
As for the chain sprite, make it the front face of another 3D box (leave the other faces blank) and it'll sort itself out
Yes part of the animation sequence was going to be to articulate her body and arm so "aiming" was used more than tilting the body.
The idea for the chain is awesome, I didn't even think of that, though will the 3d object support 24bit alpha PNG and leave the transparency? I will have to try it when I get back on to my Construct computer. Cheers mate.
~Sol
for controls i just mean, is WASD? appropriate here. the controls are cramped and u cant excactly press wasd and shift easily. switch the controls 2 arrow keys and space/alt/M/N/ i use this setup in my WIP shump, it works fine. if you like i could post it in the creation topic.
You only have left shift? I use right shift with my right hand, and WSAD are standard FPS controls. I plan to support changing of controls anyway so you will be able to customize them to your specific liking.
also i find the way the character moves is awkward, a person on a jet pack doesnt fly straight down, they just let off the trust, dont make your character angle would be my suggestion. just make her fly up down, without changing direction, and make left right control which way you face.
Yes, as stated before, I will be making animations to compensate for this... however the player will need to be able to aim in all directions for the purpose of how this game will function. The current character is simply a single frame of what will become a far more complex animation and angle system. For flying upwards and downwards, the player will be in more of a "superman" position, while the sideways direction will remain much the same. Diagonal angles will be compensated by having an articulated arm/body of the character so the arm will aim independently of the body's direction value, and the body will only change direction once the arm has reached it's maximum angle. At this stage, I am likely to go back to mouse aiming providing I can work out a few bugs I had with the general control of the character.
if u have seeking missiles i suggest you dont need to move your body at all.
Homing missiles will be but one of about 20 weapon types, I just started with them because they are so much fun!
try to revise your game before you start, im saying this out of experience. the last thing you want is a badly thought out engine, with bad movement after youve made the first 5 levels. its happened to me and im telling you its horrible and should be avoided at all costs. plan your movement engine first before making it, how you want it, how it should play, how comftorable, these are questions you should ask yourself, and you should never rush into anything, its tempting at first, but you dont get much good out of doing it.
I have made over 50 indie games over the last 10 or so years... thanks for the advice and all, but I am aware of testing and tweaking before level design even starts. The games engine will be fully completed before I start working on any level designs etc. and there will be plenty of uploads here for you guys to pull apart and suggest things. I appreciate the tip, but it kind of goes without saying.
~Sol