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Re: Slightly improved Zelda code [Re: KoH] #38097
12/24/05 16:38
12/24/05 16:38
Joined: Nov 2005
Posts: 131
D
darkstein Offline
Member
darkstein  Offline
Member
D

Joined: Nov 2005
Posts: 131
when i use this code i cant pick up any gun??

Re: Slightly improved Zelda code [Re: darkstein] #38098
12/25/05 20:13
12/25/05 20:13
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Nope! Not with a bit of programming!

That's the thing about coding: if you use too different scripts with the same entiy involved, and they have not been programed for the explicit purpose to work together in the wished ombination (like the templates), than you have to take a look into both scripts, understand how each is prgramed, have to make a concept how you combine them, and have to add some lines of code to make them fitting together.
And often this is very complicating.

I think the zelda code is quite easy to be combined with other code, while I have experienced that the code of the templates can not be combined easely with other codes.

Re: Slightly improved Zelda code [Re: Pappenheimer] #38099
12/26/05 19:02
12/26/05 19:02
Joined: Feb 2005
Posts: 324
laethyn Offline
Senior Member
laethyn  Offline
Senior Member

Joined: Feb 2005
Posts: 324
Thanks, gave me the idea for a solution to a 3rd person camera that will not clip

let me know what you think about the feasability of this solution:

A mdl cone tipped on it's side, the point of this cone will be set to the .x, .y, and .z of the player. The camera .x, .y and .z location will be set to the base of the cone (ie the wide round part).

To tip and rotate the camera is a simple matter of changing the tile and pan of the cone mdl, and of course, the mdl will collide and glide along anything within the map.

Now I just need to build it .... lol

Also, a custom system would allow, perhaps, a setting which allows the camera to get through certain objects, and set their transparency (perhaps trees, NPCs, etc). Anyways, just an idea.


Read the manual, it's a good place to start learning ~ ulillillia
Re: Slightly improved Zelda code [Re: laethyn] #38100
12/26/05 19:40
12/26/05 19:40
Joined: Nov 2004
Posts: 595
127.0.0.1
K
KoH Offline
Developer
KoH  Offline
Developer
K

Joined: Nov 2004
Posts: 595
127.0.0.1
I don't know how to implement it, but if it is possible it sounds good.


I am no longer a member of these boards.
Re: Slightly improved Zelda code [Re: DavidLancaster] #38101
02/03/06 00:43
02/03/06 00:43
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
draculaFactory Offline
User
draculaFactory  Offline
User

Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
Omg! I love you! LOL.


Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
Re: Slightly improved Zelda code [Re: draculaFactory] #38102
04/17/06 15:20
04/17/06 15:20
Joined: Apr 2006
Posts: 329
M
molotov Offline
Senior Member
molotov  Offline
Senior Member
M

Joined: Apr 2006
Posts: 329
Thanks, I'm using the improved Zelda code and its really great. But I'm having a problem with the animation part, the climbing and ledge animation are already created but the problem is that I can't make my "pulling up the ledge animation" work. Is there somebody that has a perfectly working animation for the "pulling up part" and is willing to share it?

Thanks anyway for the great Zelda code, I love working with it.

Re: Slightly improved Zelda code [Re: molotov] #38103
04/17/06 16:35
04/17/06 16:35
Joined: Nov 2005
Posts: 131
D
darkstein Offline
Member
darkstein  Offline
Member
D

Joined: Nov 2005
Posts: 131
coulde someone edit the acttack in this code so that the player shoots fireballs

Re: Slightly improved Zelda code [Re: darkstein] #38104
04/21/06 15:32
04/21/06 15:32
Joined: Apr 2006
Posts: 329
M
molotov Offline
Senior Member
molotov  Offline
Senior Member
M

Joined: Apr 2006
Posts: 329
Can someone help me? When I apply the improved zelda code and do a running jump against a wall with a ledge on top and jump a little higher than the ledge, my player gets stuck on the wall and doesn't fall down and graps the ledge.

Hope someone can help me,

Re: Slightly improved Zelda code [Re: molotov] #38105
04/23/06 13:33
04/23/06 13:33
Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
kasimir Offline
Senior Member
kasimir  Offline
Senior Member

Joined: Dec 2005
Posts: 490
Germany/Berlin-Velten
I like this code - it works quite easy, but i miss something: one ramp/ascent is to hight - the player can walk up this ramp without no problems. I think that should be corected to limit this!

Greetings Kasimir

Re: Slightly improved Zelda code [Re: kasimir] #38106
04/27/06 07:11
04/27/06 07:11
Joined: Apr 2006
Posts: 36
India
G
gamespider Offline
Newbie
gamespider  Offline
Newbie
G

Joined: Apr 2006
Posts: 36
India
some problems...............

1.)the ladder climbing script. When the player is down, he can grab the ladder and climb upwards and downwards. But when I approach the ladder from the top, the player doesnt grab the ladder and simply falls down. Anyone know what Im talking about?

2.)Ive found that the first set of trace instructions in if(movement_mode == 3) have no use and the script works fine even if I comment it.

3.)instructions in the if(movement_mode==2) and if (movement_mode==12) branches are IDENTICAL.

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