|
Post by Spudrunner on Jan 25, 2004 9:59:28 GMT -5
Yeah, I saw the screenshot thanks. Looks pretty good so far. Question: are those holes actually part of the ground boundary? Cause it looks like that. How do you get the ball to drop through the holes and what does it look like when it falls down? I tried using actual holes in the ground and over_ground_slope for the fall, but the ball jiggled when it fell through so now I'm going to try using a cylinder for each hole and a collision detection method along with a controlled drop using velocity_y_set.
|
|
|
Post by shelley on Jan 25, 2004 11:29:55 GMT -5
IF POSITION_y(ELEMENT)<5000dg exit(1) endif As soon as it hits it and drops a little it exits I wanted to private message you so you can download it
|
|
|
Post by shelley on Jan 25, 2004 17:37:12 GMT -5
My mistake I zipped it in a maze file rename it to newfolder the same name as when you create a new folder and put it in projects. I was playing a little today and where I have the xoff=100 in the view brains unrem all of that and make it the arrow key to corraspond to the player key and start off with xoff=100 and it does the tilt great I never Though to do it that way with the camera I was so hung up on tring to tilt both the ball and the maze that I did not see past it
|
|
|
Post by FDX on Jan 29, 2004 4:12:48 GMT -5
That link is dead
|
|
|
Post by Spudrunner on Jan 29, 2004 5:30:26 GMT -5
Which one? If you mean mine then no its not. Just try again.
|
|
|
Post by FDX on Jan 29, 2004 7:18:36 GMT -5
No, i mean link that Shelley sent to me... it doesn'y work, it's redirect me to an other page
|
|
|
Post by shelley on Jan 29, 2004 9:07:49 GMT -5
i sent you the new one spudrunner Found a bug if you go backwords and keep hitting the wall it goes throw the wall it has to do with the thrust it I move it to the down key instruction it works but won't rotate I got the tilt up and down not the side to side to work. tried to put in reding the count but really have to work on it
|
|
|
Post by Spudrunner on Jan 29, 2004 10:10:49 GMT -5
what about limiting the max thrust and making friction_xz a lower value for the ball. that should work. I think the problem is that when your velocity gets above a certain level you go through walls. Ive done that with shells. I fixed it by increasing the wall thickness a little, and moving the shell position back down the turret so it would always be inside the wall.
|
|
|
Post by shelley on Jan 29, 2004 10:23:17 GMT -5
I'll give it a try did you try the code? and did it work this time? LAter Shelley
|
|
|
Post by shelley on Jan 30, 2004 11:36:41 GMT -5
I got it to stop going throw walls What I did was do an animmation of the ball and deleted the spin_update it did not effect the up down tilt there must be a bug in the spin_update when you go backwards . the ball is not a smooth looking as it was now though. So the only thing left is left right tilt (evrything I Tried did not work so far (not good with trig) ;D )and the ball count (tried that and what happens is when it restarts it goes down to zero because when you hit the hole and before it breaks to the screen it keeps counting) score and high score and make a more levels
|
|
|
Post by Spudrunner on Jan 30, 2004 20:56:37 GMT -5
if you wanted to get a smooth spin and not have to animate the ball, you could use an x file. Then you could code the rotation of the ball using rotation_axis_set and orientation_set. There's stuff about that in the help file. Im sure those commands wouldn't force the ball over walls like spin seems to do. I thought you were using rotation_set/add though, and not spin_set?
|
|
|
Post by shelley on Jan 31, 2004 0:52:10 GMT -5
yes I was using rotation_x But I was wrong though about the anamation working I tried it a few time and still goes through the wall. Run the demo you'll see what I mean. If you still have it. Right at start if you hit the page down key goes right through. I did find out as long as the thrust is in the if keyboard "down" it don't go through if I move it from there it goes through.
|
|
|
Post by shelley on Feb 2, 2004 13:57:19 GMT -5
OK got the maze to work now with no problems Got the ball to count but I had to make it save to a file to do it Can't figure how to save a game it yet I tried the save() resume() but it did not do it Also the scoring I want to use checkpoint to add to a score and then disable the check point so it will not rescore it I tried if(checkpoint) total=total+100 off(element#9) endif and tried collision_Check too What it does is adds more then 100 points and if I go through again it adds more points Strange LAter
|
|
|
Post by Spudrunner on Feb 2, 2004 20:55:51 GMT -5
Glad to hear its coming along shelley. Im not sure what you mean by gettin the ball to count, but it sounds like you know what you're doing. If you want to save/load the game, depending on how much you want to save, you can use globals (which remain the same in an exe, but reset in the IDE) or array bins. Either way will help you to save what progress you want. I've never tried save and resume so I don't know about them. Checkpoints, I'm not sure, I haven't used them either, so not much help there. Maybe FDX can help?
|
|
|
Post by shelley on Feb 4, 2004 18:29:26 GMT -5
Ok almost done I only have the levels to make and the ending and option screen But there is one problem and its with the sound it works fine in the test project but no sound in the compliled project The ball count was really lifes left The save() saves you where you are and the resume() reloads it it does work it was in the cube demo does anyone know the biggest size of the rad world in anim8 LAter
|
|