Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, alibaba, TipmyPip), 1,144 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rating: 4
Page 5 of 15 1 2 3 4 5 6 7 14 15
Re: Slightly improved Zelda code [Re: JetpackMonkey] #38057
11/16/05 06:37
11/16/05 06:37
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
(@ Bonanza) Walking on Terrain should work, if not then it has something to do with my trace instruction for gravity, the camera should also collide with terrain, if it doesn't then something needs changing in the trace that is hitting the terrain, usually a trace_mode issue.

If you wish to implement the ledge and ladder code, it works in this code, but it's not refined, kinda buggy, it's moreso a base idea to build something upon. I highly suggest looking through the code of the Access Phenomenon Demo, and using that as reference to refining it. As the player movement code in that game is built upon this code.

(@ DCorwin) That's really really weird, so you're just adding my code above, copying it directly into some script, making sure the scan_event function is moved or defined at the top, then just adding the action to an entity? Can you post word for word how the error appears when you try and run your level? Does it display the line number the error is on? Something else you probably know, but is the variable defined before the action "player_action" (ie above the action in the code)?

300th post! I am a Man now

Re: Slightly improved Zelda code [Re: DavidLancaster] #38058
11/16/05 06:46
11/16/05 06:46
Joined: Oct 2003
Posts: 117
San Diego, CA
DCorwin Offline
Member
DCorwin  Offline
Member

Joined: Oct 2003
Posts: 117
San Diego, CA
Yup, I've done all of the above. The error is:
zelda_code.wdl 2:0 Error(29) Keyword unknown

<(abs(dist_planar-camera_move_to)<20)>
243:0 error 63, Parameter unknown dist_planar
<cradius_speed=-0.25....
244:0 error 63, Parameter unknown dist_planar

<ELSE {>
245:0 Error 19, Parameter unknown ELSE bad keyword in {}


Dave C. Polcino Digital Complete http://www.digitalcomplete.com dave@digitalcomplete.com -------------------
Re: Slightly improved Zelda code [Re: DCorwin] #38059
11/16/05 10:00
11/16/05 10:00
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Ahh okay, the error has to do with the first line I think, what tends to happen, if one line has an issue, lines below it will appear as errors even if they are okay. Somewhere in your code is the line "zelda_code.wdl" and I'm assuming the engine doesn't like it, syntax error or whatever.

Re: Slightly improved Zelda code [Re: DavidLancaster] #38060
11/16/05 20:51
11/16/05 20:51
Joined: Oct 2003
Posts: 117
San Diego, CA
DCorwin Offline
Member
DCorwin  Offline
Member

Joined: Oct 2003
Posts: 117
San Diego, CA
Hah! It was the ----------------------------------- I copied from your code!


Dave C. Polcino Digital Complete http://www.digitalcomplete.com dave@digitalcomplete.com -------------------
Re: Slightly improved Zelda code [Re: DCorwin] #38061
11/16/05 23:51
11/16/05 23:51
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
LOL, only if at the time I was aware of the Code:
 tags I could have used :P

Re: Slightly improved Zelda code [Re: DavidLancaster] #38062
11/24/05 10:46
11/24/05 10:46
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
Serious User
JetpackMonkey  Offline
Serious User

Joined: Nov 2003
Posts: 1,659
San Francisco
Hello!

AP, the code is excellent.

I have only one problem. Maybe someone can help me out?

When my player lands, after a jump, she sinks thru the terrain just down to her ankles. An eighth of a second later, A6 pushes her up so her feet touch the ground.

I've also seen the same phenomenon using the old A5 player_move code (which used to drive me bonkers)

Any ideas?

Thanks again for sharing your awesome code!
Bonanza

Re: Slightly improved Zelda code [Re: JetpackMonkey] #38063
11/24/05 22:41
11/24/05 22:41
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Oh yeah, the good ol bobbing in the ground.

Try this ides, just say the player is falling, the trace is returning a value > 0, do an if statement that says, while the player is falling, check to see if result > 0, the moment that result < 0, make player.z = result; (check and do this before the next wait instruction), so that the player's z does not drop below the result value. The other thing I did, if I were moving the player's z based on a force and velocity vector, then the moment result is say < 2, I set the falling velocity to 0, to dramatically decrease the bobbing. I think that's what I did anyway :P

Re: Slightly improved Zelda code [Re: DavidLancaster] #38064
11/25/05 01:00
11/25/05 01:00
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

Expert
Nadester  Offline

Expert

Joined: Jul 2002
Posts: 2,813
U.S.
Quote:

When my player lands, after a jump, she sinks thru the terrain just down to her ankles. An eighth of a second later, A6 pushes her up so her feet touch the ground.



The same problem is in the Access Phenomenon demo.


--Eric
Re: Slightly improved Zelda code [Re: DavidLancaster] #38065
11/25/05 07:54
11/25/05 07:54
Joined: Oct 2004
Posts: 1,655
T
testDummy Offline
Serious User
testDummy  Offline
Serious User
T

Joined: Oct 2004
Posts: 1,655
Quote:

LOL, only if at the time I was aware of the Code:
 tags I could have used :P 





While, certainly such programs are already available elsewhere, for fun, after noting the great length of + the lack of indentation in the source code at the beginning of this thread, I quickly wrote a simple, small "Tabinator" program that puts the tabs/indentation back in, or corrects the tabs/identation in, source code. In other words, because I automated a code indentation process, I have the source code from the beginning of the thread with proper indentation. I would post the indented version here, but, because of the large size of the "code" font, it would cause other text in the thread to "run off the page", and I doubt that there is actually any real desire for the properly indented version. If I am wrong, and there is some demand for the version with proper indentation, if enough request it, I may post it in an alternate thread.

Re: Slightly improved Zelda code [Re: testDummy] #38066
11/26/05 17:27
11/26/05 17:27
Joined: Jan 2005
Posts: 13
italy
K
koen Offline
Newbie
koen  Offline
Newbie
K

Joined: Jan 2005
Posts: 13
italy
Sorry AccessPhenomenon, i cannot test ur code for this error:

var temp2[6];
103:5 Error(): Twice defined temp2

my.animdist=0
498:0 Error(50): Parameter unknown animdist Parameter

ent_cycle(@2,myanimdist)
572:0 Error(50): Parameter unknown animdist Parameter

my.animdist+9*time
573:0 Error(50): Parameter unknown animdist Parameter

i'm not a writer and i cannot resolve the problem....

Page 5 of 15 1 2 3 4 5 6 7 14 15

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1