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> The WIP topic, part 2
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Lightning
Posted: Nov 24 2007, 11:11 PM
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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:





user posted image

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

user posted image

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
Posted: Nov 25 2007, 12:58 AM
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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:
user posted image
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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Ultramario
Posted: Nov 25 2007, 05:43 AM
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Dan Dan Dan!
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QUOTE (Zero Kirby @ Nov 24 2007, 11:49 PM)
user posted image

My my, doesn't this look familiar.

Too familiar to me! XD


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EDGE
Posted: Nov 25 2007, 11:23 AM
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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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Zero Kirby
Posted: Nov 25 2007, 12:45 PM
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QUOTE (Ultramario @ Nov 25 2007, 02:43 AM)
Too familiar to me! XD

I've pretty much changed all the graphics to SMW, minus a few.

It all works surprisingly well.

Also EDGE, those seem like comments in code, I meant like in a Notepad document.


--------------------
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.

My Ref - Full Body Ref (minus the badass hat)

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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!
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Zierant
Posted: Nov 25 2007, 12:49 PM
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There is no meaning in this world
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someone should make a WAY WAY HARD game from UM engine

like the asshole mario, smw hack


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EDGE
Posted: Nov 25 2007, 01:00 PM
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I'll be back...
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QUOTE (Zero Kirby @ Nov 25 2007, 12:45 PM)
Also EDGE, those seem like comments in code, I meant like in a Notepad document.

Yes, and I don't want to put it in the notepad because I could just check to the right side of the code to see what it is...instead of opening another document/file and check one to then edit the codes...


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Debug_Mode
Posted: Nov 25 2007, 01:15 PM
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Thunder
Posted: Nov 25 2007, 02:53 PM
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sonic fans are p. gay
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user posted image

Too bad I haven't actually gotten any work done in like, a year.


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mr.mario
Posted: Nov 25 2007, 04:30 PM
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and you people thought Mugen coded in GML would never work
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QUOTE (Lightning @ Nov 24 2007, 11:11 PM)
this could be a slick idea if you pull it off right

let me tell you, programming a sprite to act like a 3d model is hard cool.gif


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Elyk
Posted: Nov 25 2007, 04:55 PM
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QUOTE (mr.mario @ Nov 25 2007, 05:30 PM)
let me tell you, programming a sprite to act like a 3d model is hard :shifty:

learn to use masks


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Zero Kirby
Posted: Nov 25 2007, 04:58 PM
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QUOTE (Zierant @ Nov 25 2007, 09:49 AM)
someone should make a WAY WAY HARD game from UM engine

like the asshole mario, smw hack

Hi thar

That's what I was planning on doing


--------------------
Falcon Punch is the result of the Sun heating fists. It drives the Blue Falcon. Heating causes destruction of water into the pain, where it then hurts, creating rain. Rain creates flowing water in tears, which can then be converted into other forms through more pain.

My Ref - Full Body Ref (minus the badass hat)

Visit Just Another Just Another Day - The Webcomic!

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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mr.mario
Posted: Nov 25 2007, 07:15 PM
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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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mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

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Xgoff
Posted: Nov 25 2007, 07:22 PM
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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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mr.mario
Posted: Nov 25 2007, 07:25 PM
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and you people thought Mugen coded in GML would never work
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QUOTE (Xgoff @ Nov 25 2007, 07:22 PM)
btw this will save you pain in the long run:

it's 315, not 325

how so, 280 + 45 = 325


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Gmugen: here
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Xgoff
Posted: Nov 25 2007, 07:28 PM
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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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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

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(5:25:58 PM) Mikau: xgoff
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(5:26:04 PM) Xgoff: chicken butt
(5:26:09 PM) Mikau: **** you
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Glukom
Posted: Nov 25 2007, 07:41 PM
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OFF TO JOIN THE NAVY
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QUOTE (Mr. T @ Nov 25 2007, 02:53 PM)
user posted image

Too bad I haven't actually gotten any work done in like, a year.

seems like a cool idea though


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Posted: Nov 25 2007, 07:44 PM
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Second time, viruses
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mr.mario
Posted: Nov 25 2007, 07:46 PM
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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:

user posted image

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
cool.gif

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 cool.gif


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mr.mario's emulated music engine(gamemaker)http://archive.mfgg.net/index.php?showtopic=214636here

Gmugen: here
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Posted: Nov 25 2007, 07:56 PM
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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:

user posted image

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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