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Re: fps coop Reconnaissance
[Re: Reconnoiter]
#458796
03/30/16 17:45
03/30/16 17:45
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Joined: Mar 2014
Posts: 359
CocaCola
Senior Member
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Senior Member
Joined: Mar 2014
Posts: 359
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a very sympathetic style. when the scary monster would not, it Kære 100% kid friendly I have also been amazed not bad about the music. Unreal 1? Itīs on my "to play" list. Ifound one smal bug: sometimes the Player is stopped, I think itīs somethink with the colusion
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Re: fps coop Reconnaissance
[Re: Reconnoiter]
#458798
03/30/16 17:57
03/30/16 17:57
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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When I toggle window mode, everything get's fucked up Edit: another quick tip for your sparks particles from bullets, make them move away from the normal of the wall, take a look at this:
VECTOR sparkPos, tempVec;
vec_set(sparkPos.x, vector(random(7) + random(7), 0, 0));
vec_to_angle(tempVec.x, normal.x);
vec_rotate(sparkPos.x, tempVec.x);
effect(effect_spark, 20 + random(5), target.x, sparkPos.x);
Also, some other things that I noticed.. too much test on the screen, it's really hard to aim because of this, maybe you could place them somewhere else on the screen (top middle or lower middle position on the screen): And one thing about movement, is it intended to have such a low gravity force? I mean when you jump up, player is like floating and then slowly going down to ground. Greets
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Re: fps coop Reconnaissance
[Re: CocaCola]
#458802
03/30/16 18:26
03/30/16 18:26
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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have 3DGameStudio a possibility to block the system Mous Clicks in Windowmode? For playing FPS Games in Windowmode? You can just lock the mouse inside of the game window. That will do the trick.
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Re: fps coop Reconnaissance
[Re: CocaCola]
#458809
03/31/16 10:29
03/31/16 10:29
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
OP
Serious User
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OP
Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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have 3DGameStudio a possibility to block the system Mous Clicks in Windowmode? For playing FPS Games in Windowmode? , you mean in my game ("l = toggle mouse lock (use this when playing windowed)"), or if you are interested in the code so you can put it in your own games I can post it here if you want. When I toggle window mode, everything get's fucked up frown , oh forgot about that one, I will fix it. Edit: another quick tip for your sparks particles from bullets, make them move away from the normal of the wall, take a look at this: , tnx Also, some other things that I noticed.. too much test on the screen, it's really hard to aim because of this, maybe you could place them somewhere else on the screen (top middle or lower middle position on the screen): , you probably play in low resolution than? Good point though, I quess I will place the text at the bottom left than ontop of some gray transparent bar so it is still readable. And one thing about movement, is it intended to have such a low gravity force? I mean when you jump up, player is like floating and then slowly going down to ground. , yes it is intended since you play with a floating robot. In the tutorial section it doesn't make much sense, but in the other levels it is handy combined with your thruster to quickly get over high/rough terrain and ontop of structures.
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Re: fps coop Reconnaissance
[Re: CocaCola]
#458824
03/31/16 19:19
03/31/16 19:19
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
OP
Serious User
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OP
Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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@3run how do I lock the mouse in the engine window? I do not want deactivate the engine window by klicked out of the window, by looks arround with the player. , copy the code within the spoiler tags and call lockmouse(); or unlockmouse(); . Could be that you need to include #include <windows.h> or #include <stdio.h> . byte mouse_lock_on_off = 0; void lock_mouse(var on_off) { mouse_lock_on_off = (byte)(on_off != NULL); byte _toggle = window_focus; RECT temp_rect; GetClientRect(hWnd, &temp_rect); ClientToScreen(hWnd, &temp_rect); ClientToScreen(hWnd, &temp_rect.right); if(_toggle) { ClipCursor(&temp_rect); } while(mouse_lock_on_off) { GetClientRect(hWnd, &temp_rect); ClientToScreen(hWnd, &temp_rect); ClientToScreen(hWnd, &temp_rect.right); if(_toggle && !window_focus) { _toggle = 0; ClipCursor(NULL); } if(!_toggle && window_focus) { _toggle = 1; ClipCursor(&temp_rect); } wait(1); } ClipCursor(NULL); }
var mouse_lock = 0; function lockmouse() { if (mouse_lock == 0) { mouse_lock = 1; lock_mouse(1); } } function unlockmouse() { if (mouse_lock == 1) { mouse_lock = 0; lock_mouse(0); } }
Last edited by Reconnoiter; 03/31/16 19:21.
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Re: fps coop Reconnaissance
[Re: Reconnoiter]
#458828
04/01/16 14:28
04/01/16 14:28
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
OP
Serious User
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OP
Serious User
Joined: Dec 2011
Posts: 1,823
Netherlands
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When I toggle window mode, everything get's fucked up frown , apparently I accidently uploaded version 0.4 with a .sav file of my options settings, which is why it is so messed up on your screen. Deleting the SaveOptions0.SAV probably solves the problem. -edit, omg I just noticed weapon and thruster are invisible in tutorial modus , fixed in next version
Last edited by Reconnoiter; 04/01/16 15:53.
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