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Re: Slightly improved Zelda code [Re: Serlink] #38117
05/01/06 11:54
05/01/06 11:54
Joined: Apr 2006
Posts: 36
India
G
gamespider Offline
Newbie
gamespider  Offline
Newbie
G

Joined: Apr 2006
Posts: 36
India
Got it fixed!

Just do a trace as usual to see if the player has ladder in front. If trace finds ladder, go as usual. Then trace down for the same thing. If a block with the ladder flag set exists below the player, make him grab the ladder by changing his z position along with reqd animations for ladder grabbing. after the anim's completed, set movement_mode = 1 for ladder movement...

my home internet broke down. Im browsing from a cafe. So I dont have the file right now. Will post as soon as possible....

Re: Slightly improved Zelda code [Re: gamespider] #38118
05/03/06 11:20
05/03/06 11:20
Joined: Nov 2005
Posts: 6
spazle Offline
Newbie
spazle  Offline
Newbie

Joined: Nov 2005
Posts: 6
hai Guy's

First, Access, Thanks for contributing this for us, it is a great script!

Second: Iam going to use this script for a game Iam making. Is there a simple way to adjust the script so the Lock-on function is always on, without holding the right mousebutton. I want my player to strafe all the time and with mouse_y movements it'll rotate the player. Like in the Acces Phenomenon demo. Ive compaired the Access Phenomenon script with the zelda script, but I don't know what to modify.

Someone can help me a hand?
(I hope Ive explained my question just right..)

Thanx in advance
Spazle

Re: Slightly improved Zelda code [Re: spazle] #38119
05/04/06 12:40
05/04/06 12:40
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
I think I did it a sneaky way in the AP demo, simply put:

mouse_right = 1;

somewhere at the top of the script, that way it is like holding down the right mouse button all the time. But then I think I wanted to use the mouse_right button in other ways so I ended up storing mouse_right value in another variable before setting it to 1.

Re: Slightly improved Zelda code [Re: DavidLancaster] #38120
05/04/06 14:48
05/04/06 14:48
Joined: Apr 2006
Posts: 76
Philippines
AdrianX Offline
Junior Member
AdrianX  Offline
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Joined: Apr 2006
Posts: 76
Philippines
..how should i use this code?.. ^_^..this code is exactly what im looking for.any step by step tutorials on how to use this,mr.AP?or maybe the latest example file for this?

Re: Slightly improved Zelda code [Re: AdrianX] #38121
05/05/06 07:53
05/05/06 07:53
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Quote:

..how should i use this code?.. ^_^..this code is exactly what im looking for.any step by step tutorials on how to use this,mr.AP?or maybe the latest example file for this?



Look back through prevoius posts and find the download. It wont be up for long though, I'll have to reupload soon or something

Re: Slightly improved Zelda code [Re: DavidLancaster] #38122
05/05/06 10:01
05/05/06 10:01
Joined: Nov 2005
Posts: 6
spazle Offline
Newbie
spazle  Offline
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Joined: Nov 2005
Posts: 6
Hehe tnx,

thats a pretty sneaky way to handle it indeed, but works fine for me as I wasn't intend the use the right button anyway.

I think the camera code with al the non clipping and smooth movement is the best ever! However is there a way to modify it so I can use the mouse wheel (micky.z) to zoom in and out. So I can zoom trough the head and into the eyes of the player? (with all the smooth movement if possible?)

thanks again
spazle

Re: Slightly improved Zelda code [Re: DavidLancaster] #38123
05/05/06 10:31
05/05/06 10:31
Joined: Apr 2006
Posts: 76
Philippines
AdrianX Offline
Junior Member
AdrianX  Offline
Junior Member

Joined: Apr 2006
Posts: 76
Philippines
Quote:

Quote:

..how should i use this code?.. ^_^..this code is exactly what im looking for.any step by step tutorials on how to use this,mr.AP?or maybe the latest example file for this?



Look back through prevoius posts and find the download. It wont be up for long though, I'll have to reupload soon or something



..yeah i think i found a link on the first page,but it's broken.anyway,
the camera's a little shaky when the player is jumping;and the transition between the animation frames are a bit fast,unlike the original code you have posted before you added the battle or something.
..enough comments. nice work,dude.for over a month i have searched for something like this;and finally i have found it.
any plans for:
attack combos?
attacking while jumping?
how bout a "hurt" animation state?
..more power!!

Re: Slightly improved Zelda code [Re: spazle] #38124
05/05/06 10:36
05/05/06 10:36
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Change the dist_total variable (default 200) based on micky.z and the camera will zoom in and out.

The camera code is very good, it is also very small only 100 lines of code or something. I have Doug or Dan to thank for it (I'm not sure which one made the template scritps ). It was easy to get the camera not to clip but to get it to move smoothy was hard, I looked into the template 3rd person camera and the technique it uses is very nice, I think I commented about what happens in the pan_back() function.

Re: Slightly improved Zelda code [Re: DavidLancaster] #38125
05/05/06 10:44
05/05/06 10:44
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Hey AdrianX

Here's the link to the download:

http://www.accessphenomenon.com/zelda.zip

The camera in that download/demo is very different to the code I first posted but can't go back and edit The code for the camera in that demo is the same as the one I'm using in Axys. I'm gonna release a small Axys demo for the A6 contest this month so hopefully it'll be on Acknex Unlimited as a learning resource, the code will be viewable so if you ever get the time to scour through some 50,000 lines of code (10,000 in the player action wdl), you can see a very messy but excellent working movement script, that contains attack combos, attacking whilst jumping and a few cool hurt anims, where Axys kinda flies back onto the ground and flips up. You'll be able to fight enemies and stuff. You gotta see it to know how cool it is, but if I could do the whole thing over again I would make it as much like Zelda as I could, with a vast array of weapons and gadgets and a really cool character with tons of animations that could do a whole load of moves. It wont be code like this that can be copied and used freely in your own project unfortunately, but it'll be there to learn from and understand how to achieve a movement script like that.

Re: Slightly improved Zelda code [Re: DavidLancaster] #38126
05/05/06 10:52
05/05/06 10:52
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
WOW, some really incredible and mind stunning words I have
read there AxysPhenomenon, they gave my eyes serious eye cancer

I can't wait to try the zip file out... at home lol

Last edited by frazzle; 05/05/06 10:53.

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