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The WIP topic, part 2
Lightning |
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Ignorance isn't stupidity but choosing to remain ignorant is
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| QUOTE (mr.mario @ Nov 22 2007, 09:54 PM) | these are screens from my new 3D Zelda project called LOZ:SE (not gonna say what is stands for)
any way, heres a 2 screens:

when you activate items like the helix bow, the game goes first person yoews!

P.S. if anyone here has a lick of modeling skills, PM me, I need a modeler |
this could be a slick idea if you pull it off right
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Zero Kirby |
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Well, your local psychic is off to visit your mother!
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| QUOTE (EDGE @ Nov 24 2007, 08:06 PM) | Not really...I also stopped the minute I realized I had to make and edit sprites/tilesets... this is as far as I got:
 Edited the tileset that came with Mason's & Golem's Engine. I was planning on making a mario game...which I was working on an engine this week and got done the slopes,melee attacks,enemies and made a menu to pick weapons which I only programmed a hammer >.< Sadly I don't like to make platforms games anymore, don't know why... I'm still working on the this zelda game...made the 3 slot create,save and load menu with damn ini's >.< my head hurts of writing down so many globals and variables. |
Hey, I could use that tileset.
The one I ripped from another's complete overworld M&L map for SMCR isn't nearly as good as this one.
Also I think maybe you should keep a list of all the global and local variables for each object and detail what they're for.
It might help. You never know.
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Super Mario Zero: Game Status (RAZZ Y U STEALING MAH FORMAT BRO) Mario Object: Pretty much finished! Enemy Objects: [||||||||--] Just gonna add Spinies, Bullet Bills and Cheep Cheeps! Boss Fights: None in progress. General Engine: [|||||||||-] Ranking System Complete! Gonna add pipes! Levels Complete: [|---------] Haven't even finished the tutorial!
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EDGE |
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I'll be back...
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| QUOTE (Zero Kirby @ Nov 25 2007, 12:58 AM) | Hey, I could use that tileset.
The one I ripped from another's complete overworld M&L map for SMCR isn't nearly as good as this one.
Also I think maybe you should keep a list of all the global and local variables for each object and detail what they're for.
It might help. You never know. |
I guess you could use it, don't credit me credit...mason? or the person that mason credited for the tileset, since all I did was add stuff and edited that pipe into the hill xD. Also,the variable/globals I have it just like you mentioned global.havesword=0//Global to check if you got the first sword and then on and on. So far it saves and loads the rupees,rupee wallet,hearts, heart containers,heart pieces,position of link and the room you were in when you saved. I need to make it save and load all the other variables.
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Debug_Mode |
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mr.mario |
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and you people thought Mugen coded in GML would never work
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| QUOTE (Elyk19 @ Nov 25 2007, 04:55 PM) | | learn to use masks |
not what I meant, seeing as the code to make my enemies look like enimies in 3D looks something like this:
Step Event: if direction is smaller than 45 if direction is larger than -45 set variable sprite_index to sprite29 else if direction is smaller than 325 if direction is larger than 225 set variable sprite_index to sprite25 else if direction is smaller than 225 if direction is larger than 135 set variable sprite_index to sprite26 else if direction is smaller than 135 if direction is larger than 45 set variable sprite_index to sprite24 COMMENT: Patrol control if point_distance(x,y,Link.x,Link.y) is larger than 64 if path_index is not equal to path1 perform a step towards position (x,y) with speed 0 avoiding solid only else if hit is not equal to 1 end the path perform a step towards position (Link.x,Link.y) with speed 3 avoiding solid only
Begin Step Event: COMMENT: 2d-3d calculations if point_direction(x,y,Link.x,Link.y) is smaller than 45 if point_direction(x,y,Link.x,Link.y) is larger than -45 set variable fpsarmorsprite to 1 else if point_direction(x,y,Link.x,Link.y) is smaller than 325 if point_direction(x,y,Link.x,Link.y) is larger than 225 set variable fpsarmorsprite to 2 else if point_direction(x,y,Link.x,Link.y) is smaller than 225 if point_direction(x,y,Link.x,Link.y) is larger than 134 set variable fpsarmorsprite to 3 else if point_direction(x,y,Link.x,Link.y) is smaller than 135 if point_direction(x,y,Link.x,Link.y) is larger than 45 set variable fpsarmorsprite to 4 Draw Event: if fpsarmorsprite is equal to 1 if sprite_index is equal to sprite24 set variable spritecontrols to sprite26 else if sprite_index is equal to sprite25 set variable spritecontrols to sprite29 else if sprite_index is equal to sprite26 set variable sprite_index to sprite25 else if sprite_index is equal to sprite29 set variable spritecontrols to sprite24 else if fpsarmorsprite is equal to 2 if sprite_index is equal to sprite24 set variable spritecontrols to sprite25 else if sprite_index is equal to sprite25 set variable spritecontrols to sprite24 else if sprite_index is equal to sprite26 set variable sprite_index to sprite26 else if sprite_index is equal to sprite29 set variable spritecontrols to sprite29 else if fpsarmorsprite is equal to 3 if sprite_index is equal to sprite24 set variable spritecontrols to sprite29 else if sprite_index is equal to sprite25 set variable spritecontrols to sprite29 else if sprite_index is equal to sprite26 set variable sprite_index to sprite24 else if sprite_index is equal to sprite29 set variable spritecontrols to sprite25 else if fpsarmorsprite is equal to 4 if sprite_index is equal to sprite24 set variable spritecontrols to sprite24 else if sprite_index is equal to sprite25 set variable spritecontrols to sprite25 else if sprite_index is equal to sprite26 set variable sprite_index to sprite26 else if sprite_index is equal to sprite29 set variable spritecontrols to sprite29 if global.bow is not equal to 1 execute code:
draw_sprite_ext(sprite_index,image_index,x,y,image_xscale,image_yscale,image_ang le,c_white,1)
else execute code:
{ zrotative = point_direction(x,y,Link.x,Link.y) d3d_transform_set_identity(); d3d_transform_add_rotation_x(90); d3d_transform_add_rotation_y(180); d3d_transform_add_rotation_z(zrotative+90); d3d_transform_add_translation(x,y,0); draw_sprite(spritecontrols,image_index,0,0); d3d_transform_set_identity(); }
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Xgoff |
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| QUOTE (mr.mario @ Nov 25 2007, 05:15 PM) | not what I meant, seeing as the code to make my enemies look like enimies in 3D looks something like this:
Step Event: if direction is smaller than 45 if direction is larger than -45 set variable sprite_index to sprite29 else if direction is smaller than 325 if direction is larger than 225 set variable sprite_index to sprite25 else if direction is smaller than 225 if direction is larger than 135 set variable sprite_index to sprite26 else if direction is smaller than 135 if direction is larger than 45 set variable sprite_index to sprite24 COMMENT: Patrol control if point_distance(x,y,Link.x,Link.y) is larger than 64 if path_index is not equal to path1 perform a step towards position (x,y) with speed 0 avoiding solid only else if hit is not equal to 1 end the path perform a step towards position (Link.x,Link.y) with speed 3 avoiding solid only
Begin Step Event: COMMENT: 2d-3d calculations if point_direction(x,y,Link.x,Link.y) is smaller than 45 if point_direction(x,y,Link.x,Link.y) is larger than -45 set variable fpsarmorsprite to 1 else if point_direction(x,y,Link.x,Link.y) is smaller than 325 if point_direction(x,y,Link.x,Link.y) is larger than 225 set variable fpsarmorsprite to 2 else if point_direction(x,y,Link.x,Link.y) is smaller than 225 if point_direction(x,y,Link.x,Link.y) is larger than 134 set variable fpsarmorsprite to 3 else if point_direction(x,y,Link.x,Link.y) is smaller than 135 if point_direction(x,y,Link.x,Link.y) is larger than 45 set variable fpsarmorsprite to 4 Draw Event: if fpsarmorsprite is equal to 1 if sprite_index is equal to sprite24 set variable spritecontrols to sprite26 else if sprite_index is equal to sprite25 set variable spritecontrols to sprite29 else if sprite_index is equal to sprite26 set variable sprite_index to sprite25 else if sprite_index is equal to sprite29 set variable spritecontrols to sprite24 else if fpsarmorsprite is equal to 2 if sprite_index is equal to sprite24 set variable spritecontrols to sprite25 else if sprite_index is equal to sprite25 set variable spritecontrols to sprite24 else if sprite_index is equal to sprite26 set variable sprite_index to sprite26 else if sprite_index is equal to sprite29 set variable spritecontrols to sprite29 else if fpsarmorsprite is equal to 3 if sprite_index is equal to sprite24 set variable spritecontrols to sprite29 else if sprite_index is equal to sprite25 set variable spritecontrols to sprite29 else if sprite_index is equal to sprite26 set variable sprite_index to sprite24 else if sprite_index is equal to sprite29 set variable spritecontrols to sprite25 else if fpsarmorsprite is equal to 4 if sprite_index is equal to sprite24 set variable spritecontrols to sprite24 else if sprite_index is equal to sprite25 set variable spritecontrols to sprite25 else if sprite_index is equal to sprite26 set variable sprite_index to sprite26 else if sprite_index is equal to sprite29 set variable spritecontrols to sprite29 if global.bow is not equal to 1 execute code:
draw_sprite_ext(sprite_index,image_index,x,y,image_xscale,image_yscale,image_ang le,c_white,1)
else execute code:
{ zrotative = point_direction(x,y,Link.x,Link.y) d3d_transform_set_identity(); d3d_transform_add_rotation_x(90); d3d_transform_add_rotation_y(180); d3d_transform_add_rotation_z(zrotative+90); d3d_transform_add_translation(x,y,0); draw_sprite(spritecontrols,image_index,0,0); d3d_transform_set_identity(); } |
btw this will save you pain in the long run:
it's 315, not 325
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Xgoff |
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| QUOTE (mr.mario @ Nov 25 2007, 05:25 PM) | | how so, 280 + 45 = 325 |
i don't know what you're doing, but if you're using common trig values, it's 270
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mr.mario |
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and you people thought Mugen coded in GML would never work
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| QUOTE (Xgoff @ Nov 25 2007, 07:28 PM) | | i don't know what you're doing, but if you're using common trig values, it's 270 |
I'm using values based on direction, 0 = right 90 = down 180 = left 270 = up and everything inbetween being various angles, it's not triginometry at all if it were anything I'd say it were basic Geometry, the script calculates the direction between the enemy and the player and based on many mathmatical equations using that value determines how to draw the sprite, in top down mode if the solider is moving down it draws the down sprite, in FPS mode (using the bow) if Link is to the left of it, the code makes the sprite appear the left side, the result being this:  if I were to remove the code the result would be the solider staying in the side view sprite when the game went into FPS mode, the code basically teaches the game how to make sprites display like they were 3D models PS, if anyone making a 3D game takes this code and doesn't give credit I will kill them in there sleep, it took me 2 hours to get it working
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| QUOTE (mr.mario @ Nov 25 2007, 05:46 PM) | I'm using values based on direction, 0 = right 90 = down 180 = left 270 = up and everything inbetween being various angles, it's not triginometry at all if it were anything I'd say it were basic Geometry, the script calculates the direction between the enemy and the player and based on many mathmatical equations using that value determines how to draw the sprite, in top down mode if the solider is moving down it draws the down sprite, in FPS mode (using the bow) if Link is to the left of it, the code makes the sprite appear the left side, the result being this:

if I were to remove the code the result would be the solider staying in the side view sprite when the game went into FPS mode, the code basically teaches the game how to make sprites display like they were 3D models :shifty:
PS, if anyone making a 3D game takes this code and doesn't give credit I will kill them in there sleep, it took me 2 hours to get it working :shifty: |
technically it is trig
what was confusing me is where you were getting 280 and 325 from, since your other values were ok (except for that one instance of 134)
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 DISCLAIMER: by sending me (xgoff) a private message, you agree to the directives and their terms specified henceforth: DIRECTIVE 1 (APPLE): i may or may not reply promptly or at all; and there are no guarantees to the usefulness of the reply. i may not acknowledge whether i have even received your private message DIRECTIVE 2 (CHILE CON CARNE): as per my view, "private" applies only to the initial transaction, and the material of your message may or may not be made public at my discretion; as this will more than likely be a post in the CCC or IRC, you may not be able to view it DIRECTIVE 3 (FEATHER DUSTER): you must address me (xgoff) as "Sir Master Xgofficus his Highest and Most Awesome the Third"; failure to comply with this term may invoke one or both of the above directives, and i will leave a burning bag of **** on your doorstep DIRECTIVE 4 (BOOTSTRAP): if you have read this disclaimer, please private message me promptly, in compliance with the above terms, so i can ensure you are capable of following directions you idiot this concludes the test of the emergency disclaimer system, your scheduled programming will now continue. satisfaction guaranteed, and 100% cash back available under certain circumstances; restrictions may or may not apply within your place of residence NOTICE: these directives and their terms may change at any time, without notice; as a private message transaction to myself assumes an understanding and full compliance of the above, you should ensure you are fully aware of the above terms at any point before sending a private message; any message received is assumed to have been sent in compliance with the above| QUOTE | (5:25:58 PM) Mikau: xgoff (5:26:00 PM) Mikau: guess what (5:26:04 PM) Xgoff: chicken butt (5:26:09 PM) Mikau: **** you |
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