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Re: Next stepp is done [Re: Blink] #336221
08/02/10 13:14
08/02/10 13:14
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
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Ditje  Offline OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
THX :-)

Video got updated again. Several Changes laugh

http://www.open-beats.de/temp/galaga_3d_27seconds.wmv

2nd Update. Now everything works!

Ditje

Last edited by Ditje; 08/02/10 19:55.
First Level is nearly alpha :) [Re: Ditje] #336623
08/05/10 12:32
08/05/10 12:32
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
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Ditje  Offline OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
First Level is nearly done.

[video:youtube]http://www.youtube.com/watch?v=xo8p8GxZQZY[/video]

What`s missing now:

1.) Attack variants - no help needed laugh
2.) Capture and double player fighter - not thought about yet
3.) Some Collisions - my next problem

How do I organize the different collisions? I don`t know enough about collision functions, so I don`t know what`s the best way to my target.

What should collision function do?
- enemies should ignore each other and everything at bottom of the screen (left ships and level scons)
- enmies should ignore own bombs
- enemies should get hit by players bomb (done - but needs perhaps to be rebuild)
- player should get hit by enemies AND enemy bombs

I will be happy for any advice laugh

Ditje

Re: First Level is nearly alpha :) [Re: Ditje] #336624
08/05/10 12:54
08/05/10 12:54
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
Well good game.

Bring on some little or stylish explosions when ennemies are hit ! Why not exploding in cubes ?

For collisions use simple oriented cube collisions, or why not
sphere collisions it should work very well also.

I think ennemies should ignore other ennemies ,no collisions
and the yshould also ignore other ennemies fire caus it's not
an FPS game with AI !
For the bomb of player , only ennemies should feel it !

I suggest you also to make a shader based or brighter laser effect when you shoot, caus we don't see it a lot.
Make it more big, caus it seems to be too thin , and it's hard to have to target very precisely each ennemy and the games goes fast.

Well juts my opinion, keep it up !

Re: First Level is nearly alpha :) [Re: Ditje] #336625
08/05/10 12:55
08/05/10 12:55
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
look in the manual:
c_ignore


Visit my site: www.masterq32.de
Re: First Level is nearly alpha :) [Re: MasterQ32] #336629
08/05/10 13:25
08/05/10 13:25
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
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Ditje  Offline OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
@ratchet: Thanx for the hints. I forgot, that particle explosion (with cubes) is planed laugh

May be my collision explantion was not clear enough. Of cause - collision should work like described. I just don`t know how to organize all this different cases.

I would like to use Shader, but I have to wait, until I have enough money for the commercial edition.

@Richi007: Thanks - I just took a look to the manual - and guess I have to read a lot, before I continue laugh I haven`t known about groups before - so I have set an own TYPE-skill to every ENTITY to put them into groups - "group"-statement would have been easier and better.

Edit: Aaaargh - now I get a problem because of missing groups

Last edited by Ditje; 08/05/10 13:42.
Re: First Level is nearly alpha :) [Re: Ditje] #336630
08/05/10 13:55
08/05/10 13:55
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Posts: 2,488
Or do it simple for collisions :
Enable them for ennemies and playerand when a collision occurs :
IF it's between ennemie and another ennemie , just do nothing
IF it's collision between ennemie and player , put player health bar down or whatever something else !

Keep it up !

Re: First Level is nearly alpha :) [Re: ratchet] #336633
08/05/10 14:32
08/05/10 14:32
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
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Ditje  Offline OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
And I can do this without groups? I still have a bug, that the green enemys should take two shots before dying, but they don`t.

I have an if-statement like this:

if(bomb hit green enemy == TYPE 4)
- remove bomb
- change green enemy to blue (switch skin and set TYPE 3)

if(bomb hit blue enemy == TYPE 3)
- remove bomb
- remove enemy

TYPE is a skill-define wich I use in a way I should have used groups. I tried it in different variants. But enemy switches direktly from TYPE 4 to TYPE 3, when it got hit.

Re: First Level is nearly alpha :) [Re: Ditje] #336638
08/05/10 14:54
08/05/10 14:54
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
I'm not sure i think the problem can be the switching from type 4 to Type 3 fro ennemie.

Why not trying instead :

if(bomb hit green enemy == TYPE 4)
- remove bomb
- remove ennemie, and create at the same position an ennemi
of type 3
It could fix the thing no ?

A hint, instead of creating , erasing ennemies, it can cost more CPU than needed sometimes : what you can do to optimise if needed :
- create 10 ennemies type 3 and 4 at beginning of the game
put them a a position they are not displayed , for example :
ennemi.Y = -5000
When you need an ennemie take one from the 10 available and move it where it needs to be on screen. Juts put a flag to "ON" to say it is used and it is not on the pool !
When the used ennemi is destroyed , just put ennemi.y = -500 and is flag to "OFF" to tell it can be used again !


Well don't sure you understant that laugh it was my 5 minutes coding spirit !

Keep it up !

Re: First Level is nearly alpha :) [Re: ratchet] #336653
08/05/10 15:56
08/05/10 15:56
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline OP
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Ditje  Offline OP
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Joined: Jul 2010
Posts: 127
Germany, Herford
>> Why not trying instead :
>> if(bomb hit green enemy == TYPE 4)
>> - remove bomb
>> - remove ennemie, and create at the same position an ennemi
of type 3

I have thought about that, but I decided to switch skin, because it`s like "real" and I expected not problems, because I had no experience laugh

>> A hint, instead of creating , erasing ennemies, it can cost more CPU than needed sometimes :

hehe - I had this idea too. And again for the same reason and no experience I decided wrong. Should I add the enemies already in WED?

>> Well don't sure you understant that laugh it was my 5 minutes
>> coding spirit !

>> Keep it up !

Of course laugh Since I have read about groups now, I will overthink, if I replace some functions completly. Erverything is done in STEPS and there`s not to much to change.

Thanks

Ditje


Last edited by Ditje; 08/05/10 16:01.
Re: First Level is nearly alpha :) [Re: Ditje] #336667
08/05/10 17:01
08/05/10 17:01
Joined: Jan 2007
Posts: 1,565
innsbruck, austria
achaziel Offline
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achaziel  Offline
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Joined: Jan 2007
Posts: 1,565
innsbruck, austria
looks nice, but aiming seems kinda weird to me. maybe add a crosshair?


Yeah, but... Who is Lu?
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