I know I've already brought this up and kberg helped alot on the subject, thanks, but it's still not working that well in Helian Wars.
Here's a snippet of my acceleration code(it's basic code):
if direction(ship) < 10 and direction(ship) > 0 then
if y(ship) > -(10-direction(ship)) then
y(ship) = y(ship) - 0.5
end if
if y(ship) < -(10-direction(ship)) then
y(ship) = y(ship) + 0.5
end if
if x(ship) < (direction(ship) - 1) then
x(ship) = x(ship) + 0.5
end if
if x(ship) > (direction(ship) - 1) then
x(ship) = x(ship) - 0.5
end if
end if
So all that is basically saying is that if the ships sprite is facing anywhere from straight upwards to straight to the right then figure out whether you have to add or subtract 0.5 from the ships current changes in x and/or y.
This sounds all fine to me except in game the movement is really jerky, and it's not because 0.5 is too much of a change.
Can anyone see anything blindingly obvious that I have forgotten about?
Thanks
Tycho
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Where the Hell's my roof?