Some of you may have read my introductory thread explaining my video game project. For those not familiar, here is the initial thread:
As I continue to test different things, I'm becoming more confident that this software can do what I need. However, there is one very important piece needed in order to make my demo work.
Let me explain the operation of how I'm looking to have running the ball work:
*When a pass is caught, the game immediately goes into a close-up type of sequence where the ballcarrier is shown running downfield with defender(s) chasing him:
In another program like Sony Vegas (using chroma key), I'll be cutting a moving image like the above from a video, of a football player running downfield carrying the ball.
Here is a rough example cut (picture mentally the player running):
I'll then in Sony Vegas, take this moving image and place it over the crowd background:
Now what I want to do with the foreground image (the football player) is make it where he moves over the background as a result of the user flipping the left and right analog sticks (360 controller) up/down. If the user stops flipping, the player slows down and stops. So in a nutshell, I need to make the players running movement assignable to the left and right analog sticks (360 controller).
Now for a more fleshed out real world example:
Here is the best example of what this would look like in motion (starting at 19 seconds)
^^^ The players of course won't be moving like jitterbugs, lol.
What I'm needing from MMF2 Dev:
1. I need to be able for the 2D background (the crowd and whatnot) and foreground (the 2D ballcarrier) to pop up quickly and simultaneously after a catch is made, or when the ballcarrier gets past the line of scrimmage.
PASS THROWN ===> CATCH MADE ===> RUNNING SEQUENCE
2. I need to be able to (using keyframing?) make it where the user can control the foreground asset (ballcarrier), so as he flips the left/right sticks up and down, the ballcarrier runs downfield. If the user stops, the ballcarrier slows down and eventually stops. The faster the user flips the sticks, the faster the player runs (up to a limit and based on the speed rating of the ballcarrier, but that will be moreso tackled in the finished product).
3. As an extension to #2... I don't know what file format the ballcarrier asset would be in. Is there a list of acceptable formats for importing models/characters/graphics?
4. I would like the background to be a video, but since depth of field effects will be used to blur the background, I'd be able to settle for using a photo for the background if I have to. I just need to know if I can make this background scroll as the player runs, and have the speed of the scrolling be dependent on how fast the player is running. And, when the player stops running the scrolling stops. Can this be done in MMF2 Dev?