You Decide Competition!
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Arggg.... The sprite didn't work. The emitted objects were trailing behind, even thought i set them to exist for one frame. I'll have to work with the script you used. First thing is:
push([(0.5-rightx)*1,-(0.5-righty)*1,0]) setVar("lastpos",getposition) if(frame==0) h=getVar("lastpos")-getposition h.z=0 speed=h.length setVar("lastpos",getposition) setVar("heroheading",h)
What does all this do? I understand that h equates to 0(i think it does)but i'm oblivious with the <h.z=0> and <speed=h.length>. What does the period do? Where are the <speed> and <length> values obtained from?
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Anyway, I have a sprite that does work, but doesn't do anything other than run, run in place, and run backwards. use a joystick. A is jump. Feel free to edit it and post it on the warehouse, because this model was intended to be a building set for my contest. If you wanted to know the contest ends on the first of june.
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push([(0.5-rightx)*1,-(0.5-righty)*1,0])
This is the equivalent of a thruster. It says push the hero in the X and Y direction based on rightx and rightz but no thrust in the Z (up direction)setVar("lastpos",getposition) if(frame==0)
If this is the first frame store the hero's current position for use later.h=getVar("lastpos")-getposition
set the temp value "h" to be the how much the hero has moved this frame.
If he moved 10 in X and 20 in Y the value of h would be [10,20,0]h.z=0
if the player moved in the Z direction remove it from the speed calculation.
this way the player doesnt play the run animation when falling. only when moving in
X and Yspeed=h.length
find out how fast the hero was moving. if h is [10,0,0] then then speed becomes 10.setVar("lastpos",getposition)
save the new position so it can be used to calc speed for next frame.setVar("heroheading",h)
save the direction the hero is moving for use elsewhere to make him face in
the direction of movement."speed" is just a temporary variable. getposition returns a "Vector3d" so that is what "h" is. And if you have a Vector you can find out how long it is by saying "h.length"
#create a new vector object h=Geom;;Vector3d.new(10,0,0) #how long is the vector h.length
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I get it now. BTW the UI won't allow the code to be entered. I am guessing that my version isn't configured to run code like that. When will the next version of SP be released?
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Post the code that is failing and I can tell you why.
Next will maybe be this weekend. But it wont be all that different. It turns out SP conflicts with another plugin and I need to fix that.
I think I have figured out the direction to take with the scripting. But it is going to take a while to actually do it.
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@unknownuser said:
Note: posted, not made.
[attachment=0:29d1zqy3]<!-- ia0 -->Canyon4.jpg<!-- ia0 -->[/attachment:29d1zqy3]MAN, is that seriously your car? GREAT CAR!
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~Anyway, i've made a mario type game with SP2, used physical gears and ran too slow.
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Sounds Nice. I have one on my computer that features a full level will all the secret piping and a mushroom that gives health. It's only 600KB, so i might build a whole 10-level game out of it. For Chris: testsetAnimation('anim',frame/30%10) won't work. tried using it alone without any movements, it was just intended to be just a plain animation.
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I managed to make a walking robot that swings it's arms when walking, but the punch button will still work perfectly anyways, even if it's walking.
These pictures are from a slightly earlier version, I've now added the ability to shoot a lazer out of it's eye
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Wow! Sounds cool. Look forward to seeing it.
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@unknownuser said:
Anyway, I have a sprite that does work, but doesn't do anything other than run, run in place, and run backwards. use a joystick. A is jump. Feel free to edit it and post it on the warehouse, because this model was intended to be a building set for my contest. If you wanted to know the contest ends on the first of june.
Nice start.
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I tried setting it to stand in place and jump without running, but i had trails of emitted objects that i don't want. I don't exactly get it. could you help me with it? try moving the white box while running. Some extra trails will appear, but i can't get rid of them.
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I think it has something to do with other emitters. Look at this file. In the beginning, there is a [?] box. hit it, and grab the mushroom that appears. you will have a trail of objects following you. The mushroom was actually an emitter emitting the image. There also is another way to get the trails. Go down the pipe at the beginning of the level, and walk through the purple box and find your way up to the machine gun. press "B" when you are near the machine gun to fire. I'm not sure what is going on, but i can tell that it is linked to other emitters.
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it's saturday, and physicsguy hasn't reached a conclusion. you need to do so quickly or i will have to decide myself. next time, choose the subject on your own to avoid these things
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Nice model Physicsguy! Clever use of 3d to make a 2d game.
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I've been trying to make a code that sets a variable to 1 when a key is pressed, but after __ frames will set it back to 0, whether the key is pressed or not. It's just not working so far though .
... Anyone got any ideas?
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Wacov made one for me, its not exactly what you want but....
if getVar("two")==0; setVar("repeat",1); setVar("time",0); elsif getVar("repeat")==1; setVar("time",frame+350); setVar("repeat",0); end; if frame>getVar("time") && getVar("time")>300; #What you want goes here ; end
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D'oh! ( In a Hommer Simpson voice)
I forgot you could use 'frame' I was trying to do it all using onTick, which wasn't working out too well
...Now I have a slightly newer problem. Since 'frame' is a dynamic variable, and changes constantly, the script I've been trying to get working won't work.
if key("space")==1 then setVar("timer",frame+10);else setVar("timer",0);end; if frame>=getVar("timer") and key("space")==1 then setVar("go",1);else setVar("go",0);end;
... Basically, I need to find a way to get the frame from when key("space") is first pressed.
UPDATE: I found a work-around, it doesn't work exactly as expected, but I think it's better
... Just wait 'till I'm done -
You guys are finally catching up with the scripting! BTM, I look forward to seeing your game.
Oh, and, off topic, I just thought of a way to make a controllable oscillator. Should be ready soon!
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Chris, how are you managing to hide and unhide components using script? There are parts of the script you made that I understand, and parts I don't, but it seems the crucial thing is the 'ent.hidden'. The 'ent' is a variable, but I can't find the point where it was created, nor where it was assigned to any specific item. So, how can I assign variables to components? (With the purpose of hiding/unhiding them on command)
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