Nice!
152 2013-01-02 21:51:54
Re: The Keepers of Radvdyn (Redwall/The Secret of NIMH inspired AA/RPG) (37 replies, posted in Showcase)
Wow! Your game is really nice. Good work! Keep it up.
153 2013-01-02 21:38:59
Re: Bullet script (29 replies, posted in Scripting)
Yes, exactly.
Well I will have to run some tests myself.
154 2013-01-02 21:02:41
Re: Bullet script (29 replies, posted in Scripting)
Im making an RPG game, there's no storyline but the game will have immense freedom and I'm looking to make a dynamic world which reacts. A storyline can be added if wanted.
And I'm focusing on making it multiplayer sometime later.
Sure, I would love if you made a sack which I could use. I need a pile of sacks laying on top of each other.
155 2013-01-02 20:29:59
Re: Bullet script (29 replies, posted in Scripting)
Hm, the num_collision still reads 0 in the console. Can you turn the collisionsensitivity up somehow?
156 2013-01-02 19:40:10
Re: Bullet script (29 replies, posted in Scripting)
I did it myself.
Thanks for the info! I didn't think about the follow behavior.
157 2013-01-02 16:56:26
Re: Lighting question (14 replies, posted in General)
I did this on the bridge, and it turned normal. The lightning worked on a little house with flat roof. But the other houses it did not work on. How do I check if the scale x factor is negative?
Edit: When you scale in blender you see if the scale factor turns negative in the lower left corner.
158 2013-01-02 14:39:27
Re: Bullet script (29 replies, posted in Scripting)
Ok, here's my immense game. Anyone who can figure out why the bullet wont have a greater collision-number than 0?
159 2013-01-02 02:31:58
Re: Bullet script (29 replies, posted in Scripting)
I have tried that But then the bullet doesn't even spawn.
Seems as if it has to do with the local coordinates which the empty object gets from its parent-object.
160 2013-01-02 02:29:17
Re: Bullet script (29 replies, posted in Scripting)
You're saying you wanna try out my game?
161 2013-01-01 21:50:00
Re: Bullet script (29 replies, posted in Scripting)
Happy new year! If I use numcollision on the bullet. How can I make it more sensitive to collisions so it doesn't read out 0 when it hits something?
When I use this script I cant set X or Y values to the translate "move if necessary" because then when I rotate my player, the bullet doesn't rotate with him.
162 2012-12-31 14:36:14
Re: Bullet script (29 replies, posted in Scripting)
I know that. But how should I go about it? If I cant link a spawnpoint to the player and still need the bullet to go from the playerposition?
163 2012-12-31 01:15:55
Re: Bullet script (29 replies, posted in Scripting)
By the way, bullet is parent to player.
164 2012-12-31 01:12:00
Topic: Bullet script (29 replies, posted in Scripting)
Hey, Im making a script for a bullet.
bullet = getObject("bullet")
bullet1 = getObject("bullet1")
firing = 0
--On scene update()
if onKeyDown("MOUSE_BUTTON1") then
if ammo_val == 1 then
changeAnimation(char, 4)
playSound(fire)
ammo_val = decrement(ammo_val)
firing = 1
elseif ammo_val == 0 then
playSound(click)
changeAnimation(char, 3)
end
end
if firing == 1 then
activate(bullet1)
bulletPos = getPosition(bullet)
setPosition(bullet1, {bulletPos[1], bulletPos[2], bulletPos[3]})
translate(bullet1, {0.5, 0, 0}, "local")
end
My main question is, why wont my bullet show at the coordinates for "bullet" (which is the spawnpoint for bullet1)?
And why is the coordinates for bullet the same all the time? I've tried printed them out in the console.
166 2012-12-30 23:33:46
Re: Lighting question (14 replies, posted in General)
Good work. Thanks for the help.
167 2012-12-30 12:11:38
Re: Lighting question (14 replies, posted in General)
Sure, I set my Edge split angle to 30 degrees. I actually don't know how to use the Edge split exactly.
http://www.mediafire.com/?z4frijt8151ip0c Here it is.
168 2012-12-30 00:00:27
Re: Adding gravity to a planet (4 replies, posted in Scripting)
playerpos = getPosition(player)
corepos = getPosition(core)
gravity = {0, 0, 0}
addCentralForce(player, {playerpos[1] - corepos[1], playerpos[2] - corepos[2], playerpos[3] - corepos[3]}, "local")
Like this?
169 2012-12-29 23:05:59
Topic: Adding gravity to a planet (4 replies, posted in Scripting)
Hey! Now I'm doing a script for planetary gravity.
core = getObject(core)
planet = getObject(planet)
player = getObject(player)
playerpos = getPosition(player)
corepos = getPosition(core)
gravity = {playerpos[1] - corepos[1], playerpos[2] - corepos[2], playerpos[3] - corepos[3]}
Thinking that the player will be drawn to the core of the planet by subtracting there co-ordinates all the time, and that the physics-enabled-planet will provide ground to collide with.
This is my idea, but it doesn't work.
170 2012-12-29 22:26:15
Re: Lighting question (14 replies, posted in General)
http://tinypic.com/view.php?pic=dqix5t&s=6
I think my normals is looking fine.
171 2012-12-29 20:57:31
Re: Lighting question (14 replies, posted in General)
I've flipped my normals but still it looks wierd. Are the normals too small in my model?
172 2012-12-29 20:39:12
Re: Lighting question (14 replies, posted in General)
Thanks, that works to some part. Now my roof is black and my floor is white. Even though my lamp is above the factory. And the normals fine, what's up?
Lightning is really hard.
173 2012-12-29 18:53:34
Re: Animated character affect each other? (3 replies, posted in General)
That's awesome. Thanks Anael.
174 2012-12-29 18:51:52
Re: Lighting question (14 replies, posted in General)
That is much better. http://tinypic.com/view.php?pic=rhtir7&s=6
But still the factory is really dark. Any way to get around this?
175 2012-12-29 17:54:37
Topic: Lighting question (14 replies, posted in General)
Hey, I'm making an immense game. I first had the idea to use one sun. But it's dark everywhere how can you improve this?