Immovable object "Animation" theory

Discussion in 'Halo and Forge Discussion' started by cody cero, Mar 27, 2012.

  1. cody cero

    cody cero Ancient
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    Though I say theory, I feel that even without a very coordinated test sample, it is already pretty much proven.

    The Actionsack gametype "Haloball" features some unique features.

    The features being, the ability to set almost any object to have the gametype label "HB_GOAL", and the ability to set almost any object to have the gametype label "SKEEBALL_OBJECT". These two gametype labels are the fundamentals of the theory.

    Some of you might be familiar with frame-by-frame animation. The basic idea to this theory is that, instead of animation across a timeline. It is animation across space. Where basically the position of an object represents its next frame of motion.

    The theory is applied by setting a movable object as the HB_GOAL and adjusting its shape according to your needs. And also having an immovable object of your choice to be in the range of the HB_GOAL object's shape. The immovable object having its gametype label set to SKEEBALL_OBJ. But then here is the main part. You have to make several duplicates of the immovable object and place it accordingly with the animation you have in mind, each one given the SKEEBALL_OBJ gametype label.

    There might be often times where you need to actually have two movable goals maintaining a constant distance from each other in order to get the animation you want.

    Imagine this. You want to have an animation of a platform moving up and down. You will need two movable objects treated as goals to be going up and down and maintaining constant distance from each other. By doing so you will leave a free space in-between them in which one or more objects aren't being deleted and will show.

    Here is a visual example of what would essentially be the platform that goes up and down:

    _____________________________________________
    Deleting area..................................Deleted object.|
    ...................................................Deleted object.|
    Deleting source...............................Deleted object.|
    ----------------------------------------------------
    Free area........................................Visible object.|
    _____________________________________________
    Deleting source...............................Deleted object.|
    ...................................................Deleted object.|
    Deleting area..................................Deleted object.|


    Now imagine that visual example, but instead of just that middle object being visible, that the visible object within that group of objects actually shifts as time goes on, creating the premise of animation.

    That is essentially all there is to it. Hope you understand this and that the visual example helped you understand it better. And I hope this could possibly help forgers that are interested.
     
    #1 cody cero, Mar 27, 2012
    Last edited: Mar 28, 2012
  2. WhackyGordon

    WhackyGordon Forerunner

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    Are you proposing some method of making a moving platform in-game, or just something along the lines of a load-out camera animation with a few blocks appearing in various places? (I don't know how the skeeball stuff works so I didn't really follow what you were saying)
     
  3. cody cero

    cody cero Ancient
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    Moving platform in game.

    And basically, because the moving objects are goals, they can "score" non-moving objects that are treated as objectives. In thus making the objectives delete and have to respawn on their own time. Because this gametype allows you to treat walls, armor abilities, vehicles and pretty much anything else as objectives. It creates possibility for a form of animation.

    So pretty much, if you want to have a single platform moving up and down. You have two goals moving up and down continuously and give the goals rather large box shapes. You have to make sure the platform and all its "frames (or positional states)" are within the range of the boxes. Try to make sure the goals can't rotate for the most part. You want to make sure that the two goals you use leave a gap of area between their box shapes. By doing so there is a small gap in which objects won't get deleted by the goals.

    That gap is where the single visible frame of animation that the players see is at.
    And all other "frames" that are being covered by the box shapes are being deleted constantly, making them the non-visible and non-physical frames. And of course, because the goals are moving up and down. The gap where the visible frame is at is also moved.
     
  4. WhackyGordon

    WhackyGordon Forerunner

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    So you could have a golf ball hidden behind a wall getting pushed back and forth by man cannons, and it could potentially cause a gap in say a bridge made of small blocks to effectively move back and forth with the ball... Sounds interesting. I guess one of the first tasks will be constructing a functioning Last Resort ring, eh? lol
     
  5. Waterfall

    Waterfall Forerunner
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    I've seen this done before but it was kind of awkward because the object just dissapeared and appeared somewhere else but if I'm wrong and there is a way I think last resort would be awesome
     
  6. bullet2thehead9

    bullet2thehead9 Forerunner
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    This sounds pretty interesting but my stupid brain can't seem to perfectly understand what to do :p maybe you can show me on Xbox live sometime throughout the week so I can get a better idea of How this works.(Don't worry we have met, I played you death beam lazor game)
     
  7. IluvLEGO

    IluvLEGO Forerunner

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    I had been thinking about something like this for a GOW Tyro Station map with a moving train, It would only be simplistic train made with blocks or something similar so it would be easy to make. The train would come out a tunnel one end then dissappear into a tunnel at the other end. I dont really know too much at the minute but I'm reading to find out more about how to do this properly if I can. I found that only being able to spawn an object 1second after another is too much of a delay and makes any animation look too slow. Maybe theres an easier way to do it but I don't know yet, I am forge noob.
     
  8. Waterfall

    Waterfall Forerunner
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    Maybe seeing as you seem to know how to do this maybe you could do a little video walk through on it?
     
  9. II6clique jxIxj

    II6clique jxIxj Ancient
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    Yes, but this wouldn't be compatible with slayer or any other game type. The scoring would be messed up as well. Unless there is a way to add a third team of zero players which color coordinated with the animation. I like this theory. Some interesting things could most definitely be done with it
     
  10. IluvLEGO

    IluvLEGO Forerunner

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    I have made a very simple version of a train which needs a lot of tweaking and the times setting properly because it goes out of sync after a while. It uses the Hockey gametype from action sack but it is only a quick build to show u the idea of what cody cero is talking about by animation. You need to use Hockey gametype and set score to unlimited, remember it's just a quick idea.
    Bungie.net : Halo Reach : File Details CHiLLiN 81
    Make sure if you are on your own you choose red team or the map won't work.
     
  11. timmypanic

    timmypanic Forerunner
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    The halo ball gametype opened a lot of possibilities from insane night clubs and lighting effects that move like disco lights, to a rpg or puzzle map, rainbow road racer and many others too. Both diabolical d and zombified panda have a firm grasp of the gametype. I personally haven't used it for anything yet. Your animation concept is a great idea. Used with the disco lights and puzzle concept could all add up to some insane mini maps and puzzles as well as aesthetics. Have you put your theory into practice cos some pics would be cool and a video. I will look further into the idea for future maps.
     
  12. cody cero

    cody cero Ancient
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    To be honest, I haven't totally grasped it yet. I'm working on a platform that moves up and down. But there is all kinds of problems regarding timing.

    It kind of looks like its moving, but it often is too slow to delete the non-current frames or too slow to spawn the current frame in. My current set-up has several instances of flickering frames. Several instances of nothing being shown. And several more instances of things spawning and having a visibly significant waiting period for it to go away.

    It rarely functions exactly as I mean for it to function.

    Edit: I can't set up a video because I do not have a capture card =(
     
  13. Xino Ghost

    Xino Ghost Promethean

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    It works, however it creates the worst type of gameplay ever cody. After testing both of your trials with you I think you should try to adapt it to contain less objects and a slightly lower ammount of physics.

    Oh. Join our team/community guys - Forgers Unite
     
  14. cody cero

    cody cero Ancient
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    For one, if your talking about the golfball one, that isn't about the moving platforms. That was just a mechanism I'm working on that officially only uses 4 ball spawn locations, but actually spawns a whole lot more.
     

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