I'm lazy and just tend to use built in movements. Disable the player controls and make the movements happen via the event editor, whether it be bouncing ball movement or path movement, they'd both work fine using trigger objects etc.
You can make path movements look very nice if you do it right. You have to make sure there are plenty of nodes when the object turns, and that you adjust speeds gradually to make things looks smooth.
Lol me being lazy I'll admit my path movements aren't the best. I think it'd be cool to have some kind of speed smoother tool that worked like an alpha channel. I'd be forever grateful.
An old and washed up once-kid
Poobical Has some jaffa cakes in his coat pocket 3
Registered 27/11/2008
Points 54
4th May, 2009 at 01:23:02 -
Path movement is a good quick and simple way. Yup.
Or if your good a coding, I sometimes use my static engine's counters to make the character move and what not. It's a bit more long way around, but to be honest I hate TGF's path movement. Although MMF2's path movement is very nice indeed, (including the extensions)
When I made a cutscene, I just set up a counter and constantly added to it. Then in my events just controlled movements, text and whatnot by checking the counters value.