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Re: Slightly improved Zelda code [Re: DavidLancaster] #38047
12/26/04 23:54
12/26/04 23:54
Joined: Jan 2002
Posts: 454
Germany
CD_saber Offline
Senior Member
CD_saber  Offline
Senior Member

Joined: Jan 2002
Posts: 454
Germany
Hello AccessPhenomenon

i've sent you a private message... !


Ja, lach du nur du haariges Pelzvieh!
Re: Slightly improved Zelda code [Re: CD_saber] #38048
11/06/05 11:22
11/06/05 11:22
Joined: Dec 2002
Posts: 336
Bremen, Deutschland
Rauschmittel Offline
Senior Member
Rauschmittel  Offline
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Joined: Dec 2002
Posts: 336
Bremen, Deutschland
Hi
First - Sorry for my bad english, but I stil working on it!

I work on a Zelda like Adventure and tried to download tester.zip and tester2.zip, but the File is down for month! It would be nice if someone could give me the files.

Thanks a lot
Timo

Re: Slightly improved Zelda code [Re: Rauschmittel] #38049
11/06/05 15:44
11/06/05 15:44
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Here here

Any chance it can be posted again? Sounds great!

I was looking thru Grimber's mega packs to see if it had been added there, but no dice!

Re: Slightly improved Zelda code [Re: JetpackMonkey] #38050
11/07/05 02:29
11/07/05 02:29
Joined: Feb 2005
Posts: 1,785
Jesusland
Towelie Offline
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Towelie  Offline
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Joined: Feb 2005
Posts: 1,785
Jesusland
How do I implement this into a game? Say, I want to make a small test, and I download this, make my models with all the required animations, then what do I do?Use templates or what?

Sorry, heads still in a gutter.


Jimmy died, today, he blew his brains out into the bay, in the state of mind, its my own private suicide. A stitch in time saves nine... what the hell does that mean?!?
Re: Slightly improved Zelda code [Re: Towelie] #38051
11/08/05 08:25
11/08/05 08:25
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Dang I don't even have the demo for it. If you follow the instructions I posted at the top, it should be as simple as adding the actions and functions to code, then assigning the action to the guard model, it'd work with any model I suppose, but I made it to work with the guard models animations. Perhaps PM Orange and see what's happening.

I actually used this code for Access Phenomenon title, I've built on it dramatically since this post and fixed lots of bugs. You could always look at the Access Phenomenon code, try and learn from it or reference from it, but it's 1000s of lines of code like just for the player movement, it's pretty messy and complex, if you're a good enough programmer to understand my code then you could probably code it all yourself anyway :P

Re: Slightly improved Zelda code [Re: DavidLancaster] #38052
11/15/05 19:47
11/15/05 19:47
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
This code rocks! Thanks for sharing it! This is by far my favorite movement code for 3DGS now. Exactly what I was looking for!

I have a problem though, when I press A or D, the character runs right or left properly. BUT when I press W or S, the character runs way too slow, as if the force were 1/20th of that for A or D.

Any ideas?

Best wishes

Re: Slightly improved Zelda code [Re: JetpackMonkey] #38053
11/15/05 20:46
11/15/05 20:46
Joined: Oct 2003
Posts: 117
San Diego, CA
DCorwin Offline
Member
DCorwin  Offline
Member

Joined: Oct 2003
Posts: 117
San Diego, CA
Are there certain template scripts that have to be included to get this to run? I'm having lots of errors implementing. Two things kind of helped, moving scan_even to top of script and putting the DEFINE animdist above the player action. But I still get errors after that, mainly dist_planar is unknown.

Thanks


Dave C. Polcino Digital Complete http://www.digitalcomplete.com dave@digitalcomplete.com -------------------
Re: Slightly improved Zelda code [Re: DCorwin] #38054
11/15/05 23:21
11/15/05 23:21
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Quote:

Are there certain template scripts that have to be included to get this to run? I'm having lots of errors implementing. Two things kind of helped, moving scan_even to top of script and putting the DEFINE animdist above the player action. But I still get errors after that, mainly dist_planar is unknown.

Thanks



Dang. You might have already checked this but is dist_planar defined as a variable at the top of your code, and is it spelt correctly? that's the only reason I'd know to get that error :S

Re: Slightly improved Zelda code [Re: DavidLancaster] #38055
11/15/05 23:42
11/15/05 23:42
Joined: Oct 2003
Posts: 117
San Diego, CA
DCorwin Offline
Member
DCorwin  Offline
Member

Joined: Oct 2003
Posts: 117
San Diego, CA
I'm afraid it's there, so that's not the problem. I'm sure it's something really simple and I'm just missing a key requirement. Here's what I'm doing:
Make a super simple room
Load a model
Start a basic script that loads the level
Attach the zelda script Player_action to one model


Dave C. Polcino Digital Complete http://www.digitalcomplete.com dave@digitalcomplete.com -------------------
Re: Slightly improved Zelda code [Re: DCorwin] #38056
11/16/05 04:10
11/16/05 04:10
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Great! Fixed the slow forward / backwards velocity problem by substituting
150 for the 10 here in these lines

IF (key_w == 1){
center.x += 10 * cos(cter);
center.y += 10 * sin(cter);
......
IF (key_s == 1){
center.x -= 10 * cos(cter);
center.y -= 10 * sin(cter);

I can't wait to try the ledge and ladder code. Only other problem (and it's CONITEC'S problem) is now my character goes thru the terrain. I think I can set it by tweaking the hull collision stuff but *man* I wish Conitec would fix terrain collision! arrrgh. I hope this will be in the next A6 rev.

Now I need to figure out how to increase the 'gravity' in this code, so when my charcter jumps, she falls at a good speed. I'm definitely going to use this as my primary movement code in my sleepy sushi service game.

Best wishes
Bonanza

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