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Re: Slightly improved Zelda code [Re: frazzle] #38127
05/05/06 12:31
05/05/06 12:31
Joined: Apr 2006
Posts: 76
Philippines
AdrianX Offline
Junior Member
AdrianX  Offline
Junior Member

Joined: Apr 2006
Posts: 76
Philippines
..wow..and when will this contest be?..i can't wait!
keep up the good work!

Re: Slightly improved Zelda code [Re: frazzle] #38128
05/05/06 13:37
05/05/06 13:37
Joined: Apr 2006
Posts: 76
Philippines
AdrianX Offline
Junior Member
AdrianX  Offline
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Joined: Apr 2006
Posts: 76
Philippines
..there seems to be a problem with the lock_on_object action.it can't be recognized by WED when i attach that action to a model.
..and oh,how can i add footstep sounds?

Re: Slightly improved Zelda code [Re: AdrianX] #38129
05/05/06 23:33
05/05/06 23:33
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Adrian, there's several ways to do footstep sounds I'm sure you can find something like that in the AUM's or if you search the forums. One way to do it is just a matter of playing a sound when the animation value goes past a certain amount and setting a variable to stop the sound playing again unti the animation resets or something. Also details of that contest can be found in The Amazing AUM 56 of The Great George.

Screens of Axys:

http://www.churness.com/axys/Screenshots/AxysShotZ%20(3).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(6).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(15).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(61).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(83).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(88).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(120).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(122).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(142).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(149).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(174).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(202).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(216).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(224).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(248).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(252).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(258).jpg
http://www.churness.com/axys/Screenshots/AxysShotZ%20(1).jpg

Re: Slightly improved Zelda code [Re: DavidLancaster] #38130
05/05/06 23:39
05/05/06 23:39
Joined: Aug 2002
Posts: 2,692
California, USA
bupaje Offline
Expert
bupaje  Offline
Expert

Joined: Aug 2002
Posts: 2,692
California, USA
@Axys Don't forget the official http://au.conitec.net/ if you want to load the file somewhere that will remain available.


Find me at: |Stormvisions| Twitter|
Re: Slightly improved Zelda code [Re: bupaje] #38131
05/06/06 00:41
05/06/06 00:41
Joined: Apr 2006
Posts: 76
Philippines
AdrianX Offline
Junior Member
AdrianX  Offline
Junior Member

Joined: Apr 2006
Posts: 76
Philippines
..ok.my idea is to play the footstep sound every "x" frames or something like that..to tell you the truth im a total noob when it comes to C-script;so forgive me if i ask questions like that. ^_^'
..anyway,how bout the lock_on action?i attached that action to an entity and everytime i try to run the level a warning message pops up telling me that the game can't find the lock on action.

Re: Slightly improved Zelda code [Re: AdrianX] #38132
05/06/06 01:04
05/06/06 01:04
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
Thanks Bupaje I've emailed Acknex the code.

@adrian - I don't know what is going on that is very weird with the lock_on_object() action, but I don't know if that is because I have changed some things in that demo rather than the initial code, but the lock on stuff wasn't actually refined or really worked on, it was a default thing I quickly threw together.

Re: Slightly improved Zelda code [Re: DavidLancaster] #38133
05/06/06 01:14
05/06/06 01:14
Joined: Apr 2006
Posts: 76
Philippines
AdrianX Offline
Junior Member
AdrianX  Offline
Junior Member

Joined: Apr 2006
Posts: 76
Philippines
..but the player's basic attack will still work on enemies i created even if the lock code is not used,right?..okay,i think will not use the lock_on_object action for now.

Re: Slightly improved Zelda code [Re: AdrianX] #38134
05/06/06 03:58
05/06/06 03:58
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline OP
User
DavidLancaster  Offline OP
User

Joined: Nov 2004
Posts: 862
Australia
All the lock on code did was force the player to pan towards the closest enemy, it wasn't used for combat at all it was an attempt at implementing the Zelda lock on, the current lock on system doesn't work well at all imo, I should get twilight princess (when it comes out) and have a good look at the combat, camera and lock on features that has.

Re: Slightly improved Zelda code [Re: DavidLancaster] #38135
05/07/06 09:02
05/07/06 09:02
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Nice shots! The most colorful monsters I've seen!

Re: Slightly improved Zelda code [Re: AdrianX] #38136
05/07/06 10:43
05/07/06 10:43
Joined: Apr 2006
Posts: 329
M
molotov Offline
Senior Member
molotov  Offline
Senior Member
M

Joined: Apr 2006
Posts: 329
Hey, Adrian, Maybe I can help you with the lock_on code, because I've got it working after some initial problems. The things that are inportant are;
You have to put this line "function scan_event;" on top of your script.
Secondly you have to place the object( in wed) you want to lock on, after you place and assign the player action to a model. Otherwise the lock_on target won't regonise the player and you get a error. I think you can also solve this problem in your script with "prog_late", but I don't know for sure.
Hope this will help you.

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