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Re: Super secret craziness. [Re: Helghast] #212683
06/23/08 18:13
06/23/08 18:13
Joined: May 2008
Posts: 73
Richmond, VA (USA)
coma_dose Offline OP
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coma_dose  Offline OP
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Joined: May 2008
Posts: 73
Richmond, VA (USA)
Yea, I actually saw that. I think that I need to make a picture for everyone to understand the problem with the bounderies on the y-axis:



The bounderies need to be along the black lines not on the red line. When you restrict the player's movement along the y-axis, when viewing the level at a 45 degree angle, you get a pinched border. It doesn't look right.



Last edited by coma_dose; 06/23/08 20:01.
Re: Super secret craziness. [Re: coma_dose] #212710
06/23/08 20:21
06/23/08 20:21
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Posts: 4,436
Germany, Luebeck
Maybe some use of vec_to_screen and vec_for_screen is a solution?

Basic idea:
Compute the player position into a screen position.
Set the y values of that screen position to the left and right boundaries of the screen (0, screen_size.x e.g.)
Calculate the world pos from each of thoses border positions and use them for clamping the movement or whatever.

It looks a bit ugly maybe:
Code:
...
var border_left[3];
var border_right[3];
...
vec_set(temp,player.x);
vec_to_screen(temp,camera);

vec_set(border_left,vector(0,temp.y,temp.z));
vec_set(border_right,vector(screen_size.x,temp.y,temp.z));

vec_for_screen(border_left,camera);
vec_for_screen(border_right,camera);

// uses the borders for clamping or whatever
player.y = clamp(player.y,border_left.y,border_right.y);
...


edit:
Of course this needs to be computed in a while loop, as the player position may change each frame and thus the borders change.

Last edited by Xarthor; 06/23/08 20:23.
Re: Super secret craziness. [Re: Xarthor] #212715
06/23/08 20:53
06/23/08 20:53
Joined: May 2008
Posts: 73
Richmond, VA (USA)
coma_dose Offline OP
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coma_dose  Offline OP
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Posts: 73
Richmond, VA (USA)
Actually yea, this make sense, the code doesn't work in its current form, but I am sure that I can get this to work correctly. It does calculate the correct border of the screen.

Re: Super secret craziness. [Re: coma_dose] #212722
06/23/08 21:42
06/23/08 21:42
Joined: May 2008
Posts: 73
Richmond, VA (USA)
coma_dose Offline OP
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coma_dose  Offline OP
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Posts: 73
Richmond, VA (USA)
Yea multiple posts! Went throught a lot of crap to find out that this was the problem:

Code:
player.y = clamp(player.y,border_left.y,border_right.y);


Should be:

Code:
player.y = clamp(player.y,border_right.y,border_left.y);


No more dangerous borders! Thanks a lot!

Re: Super secret craziness. [Re: coma_dose] #212784
06/24/08 06:05
06/24/08 06:05
Joined: May 2008
Posts: 73
Richmond, VA (USA)
coma_dose Offline OP
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coma_dose  Offline OP
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Richmond, VA (USA)
Ok I couldn't help it. I used the trial version of molebox for the demo. It's just a short demo, when you reach the area with no enemies, just hit escape. Use mouse to move, left mouse button to shoot, right mouse button to fire linear missiles. Also, there seems to be some sort of strange artifacting at the bottom of the screen, not sure why... Tell me what you think.

http://rapidshare.com/files/124619856/gf_prev.rar.html

Re: Super secret craziness. [Re: coma_dose] #212787
06/24/08 06:35
06/24/08 06:35
Joined: Feb 2006
Posts: 616
Netherlands
cartoon_baboon Offline
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cartoon_baboon  Offline
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Joined: Feb 2006
Posts: 616
Netherlands
Looks pretty cool but I'd like the option of keyboard control as well.

I get a little slowdown during explosions but I get that with almost any game atm as it seems my computer is getting a little outdated.

Other than that great work.

Maybe have moments where you go into hyperdrive and the screen scrolls down quicker and enemies come quicker as well to mix things up a little.

Looking forward to see what kind of bosses you come up with. Also,
this sort of games need a two player mode^^

cartoon_baboon

Re: Super secret craziness. [Re: cartoon_baboon] #212818
06/24/08 12:03
06/24/08 12:03
Joined: May 2008
Posts: 73
Richmond, VA (USA)
coma_dose Offline OP
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coma_dose  Offline OP
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Joined: May 2008
Posts: 73
Richmond, VA (USA)
I am working hard to prevent the slow down. I need to change that explosion. It is on my computer as well. I thought of keyboard controls last night as well. Hyperdrive is a good idea, I'll put that in. BTW: press b to turn that "artifacting" off lol!

Last edited by coma_dose; 06/24/08 12:05.
Re: Super secret craziness. [Re: coma_dose] #212878
06/24/08 20:23
06/24/08 20:23
Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
cro_games Offline
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cro_games  Offline
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Joined: Sep 2007
Posts: 761
Hrvatska (Croatia ), Slavonski...
I didn't like the game as much as video,but it isn't bad.


Hello everyone my name is Ivan Mandic from "Frozen pixel studio". wink
-----------------------------------
Homepage: www.fpx-studio.com
e-mail: emu_hunter_1990@hotmail.com
(working on a game engine)
Re: Super secret craziness. [Re: cro_games] #212879
06/24/08 20:25
06/24/08 20:25
Joined: May 2008
Posts: 73
Richmond, VA (USA)
coma_dose Offline OP
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coma_dose  Offline OP
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Joined: May 2008
Posts: 73
Richmond, VA (USA)
Originally Posted By: cro_games
I didn't like the game as much as video,but it isn't bad.
That is very strange LOL! It strikes me as bland at this state. Any ideas for making it better? I have a huge list of things to implement. I have a couple of new enemies since then, and the hyperdrive idea is implemented as well. I was going to set up an inventory system and mission map, as well as metal earning.

Also, the slow down is taken care of.

cro_games: you're going to end up as an "artifact" at the bottom of the screen if you don't watch it buddy! LOL

Last edited by coma_dose; 06/24/08 20:29.
Re: Super secret craziness. [Re: coma_dose] #212930
06/25/08 01:54
06/25/08 01:54
Joined: May 2008
Posts: 73
Richmond, VA (USA)
coma_dose Offline OP
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coma_dose  Offline OP
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Joined: May 2008
Posts: 73
Richmond, VA (USA)
Alright... I am working on remaking the enemies. This is the new beam mine, the beam will come from the lenses on either side, the glow will be in the middle of course.



...and before a certain someone starts his jokes, you have to remember that the enemies are low poly, abstract due to the nature of the mysterious alien force animating them, and are viewed in game at a distance, I could have made this look very bad and no one would notice in game.

Boozar: I made it in MED laugh

I really need constructive criticism on this game, I know that shooters aren't popular in the U.S. and I would like to make one that is liked more than the video laugh

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