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DarkBASIC Discussion / Need help with stairs

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Freezer
22
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Joined: 12th Nov 2002
Location:
Posted: 20th Nov 2002 23:30
I´ve done a small lite game.. Based on a jumping hat. And i have looked the code up in the help file how the get the steps. now i wounder how i can get more steps. i have not figured it out jet so please help me!!! //FreeZer
_______________________________________-
Rem jumping hat

Rem movie

rem Specify your AVI filename and an animation number
rem load animation "war hats.avi",1

rem Place your AVI in the top left corner of the screen
rem place animation 1,0,0,animation width(1),animation height(1)

rem Will play your AVI animation
rem play animation 1

rem Will wait for you to press any key
rem suspend for key

rem Delete the animation
rem delete animation 1

Rem Hoppande hatt

autocam off : sync rate 60
hide mouse : sync on

rem This command will load a midi music file into number one
load music "musik.mp3",1

rem Play the music that was loaded into number one
loop music 1

rem Will wait for you to press any key
rem suspend for key

rem Stop the music from playing
rem stop music 1

rem Delete music from memory and free the music number used
rem delete music 1


rem Load and play music
rem load music "Music1.MID",1 : loop music 1

rem Make four walls
make object box 1,10,200,1000 : position object 1,-500,100,0 : color object 1,rgb(155,40,20)
make object box 2,10,200,1000 : position object 2, 500,100,0 : color object 2,rgb(155,40,20)
make object box 3,1000,200,10 : position object 3, 0,100,-500 : color object 3,rgb(155,40,20)
make object box 4,1000,200,10 : position object 4, 0,100, 500 : color object 4,rgb(155,40,20)

rem Make a floor and create texture for it
make object box 5,1000,10,1000 : position object 5,0,-5,0 : color object 5,rgb(0,255,0)
load image "golv.bmp",1
texture object 5,1
rem create bitmap 1,32,32 : cls rgb(0,155,0) : ink rgb(0,145,0),0 : box 4,4,12,12
rem get image 1,0,0,32,32 : delete bitmap 1 : texture object 5,1
rem scale object texture 5,200,200

rem Make a pedestal steps
for t=0 to 4
make object box 6+t,50,8,50
position object 6+t,0,4+(t*15),100+(t*50)
load image "plattor.bmp",1
texture object 6+t,1
REM color object 6+t,rgb(200,200,55)
next t

rem Make a player object (and a non-rotated collision box for it)
make object Cone 11,10
load image "mössa.bmp",1
texture object 11,1
rem create bitmap 1,32,32 : cls rgb(0,155,0) : ink rgb(0,145,0),0 : box 4,4,12,12
rem get image 1,0,0,32,32 : delete bitmap 1 : texture object 5,1
position object 11,0,0,0
rem color object 11,rgb(20,100,255)
make object collision box 11,-5,-5,-5,5,5,5,0
disable object zdepth 11

rem Make the pedastal use non-rotated box collision
for t=0 to 4
make object collision box 6+t,-25,-4,-25,25,4,25,0
next t

rem Make the wall and floor objects into static objects (for auto-camera collision)
for t=1 to 10
make static object t
objx#=object position x(t)
objy#=object position y(t)
objz#=object position z(t)
objsx#=object size x(t)/2.0
objsy#=object size y(t)/2.0
objsz#=object size z(t)/2.0
make static collision box objx#-objsx#,objy#-objsy#,objz#-objsz#,objx#+objsx#,objy#+objsy#,objz#+objsz#
delete object t
next t

rem Make sky black
color backdrop 0

rem Start off player gravity
playergrav#=2.0

rem Main loop
do

rem User prompts
ink rgb(255,255,0),0
center text 320,2,"War Hats"
center text 320,10,"_______________________________________________________"
center text 320,30,"Använd höger, vänster, upp och ner pil för att styra. Hoppa gör man med SPACE"

rem Store old positions
oldposx#=object position x(11)
oldposy#=object position y(11)
oldposz#=object position z(11)

rem Control player object
if upkey()=1 then move object 11,2
if downkey()=1 then move object 11,-2
if leftkey()=1 then yrotate object 11,wrapvalue(object angle y(11)-3)
if rightkey()=1 then yrotate object 11,wrapvalue(object angle y(11)+3)
if spacekey()=1 and playergrav#=0.0 then playergrav#=2.0
if shiftkey()=1 then Stop Music 1
rem Get current object position
posx#=object position x(11)
posy#=object position y(11)
posz#=object position z(11)

rem Handle a touch of gravity
playergrav#=playergrav#-0.1
posy#=posy#+playergrav#

rem Handle sliding collision for player object with other objects
position object 11,posx#,posy#,posz#
if object collision(11,0)>0
dec posx#,get object collision x()
dec posy#,get object collision y()
dec posz#,get object collision z()
playergrav#=0.0
endif

rem Set a size for the player object
s#=object size y(11)/2.0

rem Ensure camera stays out of static collision boxes
if get static collision hit(oldposx#-s#,oldposy#-s#,oldposz#-s#,oldposx#+s#,oldposy#+s#,oldposz#+s#,posx#-s#,posy#-s#,posz#-s#,posx#+s#,posy#+s#,posz#+s#)=1
dec posx#,get static collision x()
dec posy#,get static collision y()
dec posz#,get static collision z()
if get static collision y()0.0 then playergrav#=0.0
endif

rem Update with new object position
position object 11,posx#,posy#,posz#

rem Use camera tracker to follow player object
angle#=object angle y(11)
camdist#=25.0 : camhigh#=posy#+10.0 : camfade#=3.5
set camera to follow posx#,posy#,posz#,angle#,camdist#,camhigh#,camfade#,1

rem Tilt camera down a little
xrotate camera 15

rem For fun, slightly move pedastal step
rem move object 10,0.1

rem Update screen
sync

rem End loop
loop

rem Restore object if ever leave this loop
enable object zdepth 11
cloud
22
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Joined: 27th Oct 2002
Location:
Posted: 23rd Nov 2002 12:58
Ok i'll see if i can help.
Delta
22
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Joined: 15th Nov 2002
Location:
Posted: 23rd Nov 2002 13:27
Not mutch to do with you game but did you know that ` (key below esc) is another way to do the rem command? I find it more useful to place infront of commands that im trying to remove temporeraly as they are quicker to add and delete (acctualy I use ` for almost every single line rem :p)

sorry if you knew this allready

cloud
22
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Joined: 27th Oct 2002
Location:
Posted: 23rd Nov 2002 13:37
hi Freezer when i was trying to add more stairs for u it wont run because of a static collision code the code was:
if get static collision y()0.0 then playergrav#=0.0
when i press F5 to run it it came back with
parameter mismatch. get static collision y expects no parameter.

can u sort that problem out for me i then i will try to get more stairs for it.
cloud
22
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Joined: 27th Oct 2002
Location:
Posted: 23rd Nov 2002 14:42
It's ok i sorted the problem and here are the codes with more stairs in it.

Rem jumping hat

Rem movie

rem Specify your AVI filename and an animation number
rem load animation "war hats.avi",1

rem Place your AVI in the top left corner of the screen
rem place animation 1,0,0,animation width(1),animation height(1)

rem Will play your AVI animation
rem play animation 1

rem Will wait for you to press any key
rem suspend for key

rem Delete the animation
rem delete animation 1

Rem Hoppande hatt

autocam off : sync rate 60
hide mouse : sync on

rem This command will load a midi music file into number one
`load music "musik.mp3",1

rem Play the music that was loaded into number one
`loop music 1

rem Will wait for you to press any key
rem suspend for key

rem Stop the music from playing
rem stop music 1

rem Delete music from memory and free the music number used
rem delete music 1


rem Load and play music
rem load music "Music1.MID",1 : loop music 1

rem Make four walls
make object box 1,10,200,1000 : position object 1,-500,100,0 : color object 1,rgb(155,40,20)
make object box 2,10,200,1000 : position object 2, 500,100,0 : color object 2,rgb(155,40,20)
make object box 3,1000,200,10 : position object 3, 0,100,-500 : color object 3,rgb(155,40,20)
make object box 4,1000,200,10 : position object 4, 0,100, 500 : color object 4,rgb(155,40,20)

rem Make a floor and create texture for it
make object box 5,1000,10,1000 : position object 5,0,-5,0 : color object 5,rgb(0,255,0)
load image "steel02.bmp",1
texture object 5,1
rem create bitmap 1,32,32 : cls rgb(0,155,0) : ink rgb(0,145,0),0 : box 4,4,12,12
rem get image 1,0,0,32,32 : delete bitmap 1 : texture object 5,1
rem scale object texture 5,200,200

rem Make a pedestal steps
for t=0 to 4
make object box 6+t,50,8,50
position object 6+t,0,4+(t*15),100+(t*50)
load image "iron01.bmp",1
texture object 6+t,1
`color object 6+t,rgb(200,200,55)
next t

rem make more steps
make object box 12,50,8,50
position object 12,0,80,350
texture object 12,1
make object box 13,50,8,50
position object 13,0,100,400
texture object 13,1

rem Make a player object (and a non-rotated collision box for it)
make object Cone 11,10
load image "iron2.bmp",1
texture object 11,1
rem create bitmap 1,32,32 : cls rgb(0,155,0) : ink rgb(0,145,0),0 : box 4,4,12,12
rem get image 1,0,0,32,32 : delete bitmap 1 : texture object 5,1
position object 11,0,0,0
`color object 11,rgb(20,100,255)
make object collision box 11,-5,-5,-5,5,5,5,0
disable object zdepth 11

rem Make the pedastal use non-rotated box collision
for t=0 to 4
make object collision box 6+t,-25,-4,-25,25,4,25,0
next t
make object collision box 12,-25,-4,-25,25,4,25,0
make object collision box 13,-25,-4,-25,25,4,25,0

rem Make the wall and floor objects into static objects (for auto-camera collision)
for t=1 to 10
make static object t
objx#=object position x(t)
objy#=object position y(t)
objz#=object position z(t)
objsx#=object size x(t)/2.0
objsy#=object size y(t)/2.0
objsz#=object size z(t)/2.0
make static collision box objx#-objsx#,objy#-objsy#,objz#-objsz#,objx#+objsx#,objy#+objsy#,objz#+objsz#
delete object t
next t

rem Make sky black
color backdrop 0

rem Start off player gravity
playergrav#=2.0

rem Main loop
do

rem User prompts
`ink rgb(255,255,0),0
`center text 320,2,"War Hats"
`center text 320,10,"_______________________________________________________"
`center text 320,30,"Använd höger, vänster, upp och ner pil för att styra. Hoppa gör man med SPACE"

rem Store old positions
oldposx#=object position x(11)
oldposy#=object position y(11)
oldposz#=object position z(11)

rem Control player object
if upkey()=1 then move object 11,2
if downkey()=1 then move object 11,-2
if leftkey()=1 then yrotate object 11,wrapvalue(object angle y(11)-3)
if rightkey()=1 then yrotate object 11,wrapvalue(object angle y(11)+3)
if spacekey()=1 and playergrav#=0.0 then playergrav#=2.0
`if shiftkey()=1 then Stop Music 1
rem Get current object position
posx#=object position x(11)
posy#=object position y(11)
posz#=object position z(11)

rem Handle a touch of gravity
playergrav#=playergrav#-0.1
posy#=posy#+playergrav#

rem Handle sliding collision for player object with other objects
position object 11,posx#,posy#,posz#
if object collision(11,0)>0
dec posx#,get object collision x()
dec posy#,get object collision y()
dec posz#,get object collision z()
playergrav#=0.0
endif

rem Set a size for the player object
s#=object size y(11)/2.0

rem Ensure camera stays out of static collision boxes
if get static collision hit(oldposx#-s#,oldposy#-s#,oldposz#-s#,oldposx#+s#,oldposy#+s#,oldposz#+s#,posx#-s#,posy#-s#,posz#-s#,posx#+s#,posy#+s#,posz#+s#)=1
dec posx#,get static collision x()
dec posy#,get static collision y()
dec posz#,get static collision z()
if get static collision y()<>0.0 then playergrav#=0.0
endif

rem Update with new object position
position object 11,posx#,posy#,posz#

rem Use camera tracker to follow player object
angle#=object angle y(11)
camdist#=25.0 : camhigh#=posy#+10.0 : camfade#=3.5
set camera to follow posx#,posy#,posz#,angle#,camdist#,camhigh#,camfade#,1

rem Tilt camera down a little
xrotate camera 15

rem For fun, slightly move pedastal step
rem move object 10,0.1

rem Update screen
sync

rem End loop
loop

rem Restore object if ever leave this loop
enable object zdepth 11

all u needed to do was where u had the cpdes for the step is and more single boxes and position then where u wanted then.

rem make more steps
make object box 12,50,8,50
position object 12,0,80,350
texture object 12,1

and for the collision u just put in the same code with the object number in it.

make object collision box 13,-25,-4,-25,25,4,25,0
Freezer
22
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Joined: 12th Nov 2002
Location:
Posted: 23rd Nov 2002 23:59
Thanks so very much Cloud..
You will be in my thanks section of the game..
I would be pleased if you could give me your mail if i need help some more time =).. Thanks

cloud
22
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Joined: 27th Oct 2002
Location:
Posted: 24th Nov 2002 14:03
Thanks freezer just after i posted the reply i descovered how to do it properly here is a tutorial:

For Next Command

This command Gets quit a few people get confused with it's uses but no more the following examples will stop people getting confused with it.
In lots of game people have lots of the same object in their game but once people have put lots of one object in then they can do it with other object but I have solved that problem.
look at the following example:
sync on
sync rate 30
set camera range 1,50000

rem make cubes
for a=0 to 10
make object box 1+a,400,400,400
position object 1+a,-2000+(a*600),0,0

next a

rem make spheres
for b=0 to 10
make object sphere 12+b,400
position object 12+b,-2000+(b*600),0,800

next b

rem position camera down at objects
`move camera 50
pitch camera down 90
move camera -8000
In this coding above the first number of :
make object box 1+a,400,400,400
position object 1+a,100+(a*400),200,38000
texture object 1+a,1
and
make object sphere 12+b,400,400,400
position object 12+b,21400+(b*400),200,38000
texture object 12+b,4
is the current object number. The +a is to inform the program that it has to make the number of object wanted in the for a=0 to 10 and the same with the +b.

then codes:
for a=0 to 10
and
for b=0 to 10
Is the number of objects you want to be make.
so when you are wanting more of two object then all you have to do is on the boxes take the object number which is 1 and add the number u want to that which is 10 and the answer is 11.
so when you want to add the spheres to it the object number has to be 12 because 11 is the last boxes number and to put the spheres into it you put the next number which is 12.
But if you put the following the numbers have to change:
sync on
sync rate 30
set camera range 1,50000

rem make cubes
for a=0 to 10
make object box 1+a,400,400,400
position object 1+a,-2000+(a*600),0,0

next a

rem make cylinder
make object cylinder 12,400
position object 12,0,0,800

rem make spheres
for b=0 to 10
make object sphere 13+b,400
position object 13+b,-2000+(b*600),0,1400

next b

rem position camera down at objects
`move camera 50
pitch camera down 90
move camera -8000
because you have added a cylinder in between the to the spheres number has to change to 13 because the cylinder is 12 and therefore the sphere has to be 13 to leave 1 number empty for the cylinder.
Here is an example which is playable

and here is an example for it which sould help your game:

rem ==========================================
rem DARK BASIC EXAMPLE PROGRAM 25
rem ==========================================
rem This program shows use of object sliding
rem collision and simple gravity influences
rem ------------------------------------------
autocam off : sync rate 60
hide mouse : sync on

rem Make four walls
make object box 1,10,200,1000 : position object 1,-500,100,0 : color object 1,rgb(155,40,20)
make object box 2,10,200,1000 : position object 2, 500,100,0 : color object 2,rgb(155,40,20)
make object box 3,1000,200,10 : position object 3, 0,100,-500 : color object 3,rgb(155,40,20)
make object box 4,1000,200,10 : position object 4, 0,100, 500 : color object 4,rgb(155,40,20)

rem Make a floor and create texture for it
make object box 5,1000,10,1000 : position object 5,0,-5,0 : color object 5,rgb(0,255,0)
create bitmap 1,32,32 : cls rgb(0,155,0) : ink rgb(0,145,0),0 : box 4,4,12,12
get image 1,0,0,32,32 : delete bitmap 1 : texture object 5,1
scale object texture 5,200,200

rem Make a pedestal steps
for t=0 to 4
make object box 6+t,50,8,50
position object 6+t,0,4+(t*10),100+(t*50)
color object 6+t,rgb(100,200,100)
next t

rem Make a player object (and a non-rotated collision box for it)
make object cube 11,10
position object 11,0,0,0
color object 11,rgb(20,100,255)
make object collision box 11,-5,-5,-5,5,5,5,0
disable object zdepth 11

rem Make a pedestal steps
for t=0 to 4
make object box 13+t,50,8,50
position object 13+t,100,4+(t*10),100+(t*50)
color object 13+t,rgb(100,200,100)
next t

rem Make the pedastal use non-rotated box collision
for t=0 to 4
make object collision box 6+t,-25,-4,-25,25,4,25,0
make object collision box 13+t,-25,-4,-25,25,4,25,0
next t


rem Make the wall and floor objects into static objects (for auto-camera collision)
for t=1 to 5
make static object t
objx#=object position x(t)
objy#=object position y(t)
objz#=object position z(t)
objsx#=object size x(t)/2.0
objsy#=object size y(t)/2.0
objsz#=object size z(t)/2.0
make static collision box objx#-objsx#,objy#-objsy#,objz#-objsz#,objx#+objsx#,objy#+objsy#,objz#+objsz#
delete object t
next t

rem Make sky black
color backdrop 0

rem Start off player gravity
playergrav#=2.0

rem Main loop
do

rem User prompts
ink rgb(255,255,0),0
center text 320,2,"SHOWS OBJECT SLIDING COLLISION AND CAMERA FOLLOW COMMANDS"
center text 320,20,"USE ARROWS TO MOVE AND SPACE TO JUMP"

rem Store old positions
oldposx#=object position x(11)
oldposy#=object position y(11)
oldposz#=object position z(11)

rem Control player object
if upkey()=1 then move object 11,2
if downkey()=1 then move object 11,-2
if leftkey()=1 then yrotate object 11,wrapvalue(object angle y(11)-3)
if rightkey()=1 then yrotate object 11,wrapvalue(object angle y(11)+3)
if spacekey()=1 and playergrav#=0.0 then playergrav#=2.0

rem Get current object position
posx#=object position x(11)
posy#=object position y(11)
posz#=object position z(11)

rem Handle a touch of gravity
playergrav#=playergrav#-0.1
posy#=posy#+playergrav#

rem Handle sliding collision for player object with other objects
position object 11,posx#,posy#,posz#
if object collision(11,0)>0
dec posx#,get object collision x()
dec posy#,get object collision y()
dec posz#,get object collision z()
playergrav#=0.0
endif

rem Set a size for the player object
s#=object size y(11)/2.0

rem Ensure camera stays out of static collision boxes
if get static collision hit(oldposx#-s#,oldposy#-s#,oldposz#-s#,oldposx#+s#,oldposy#+s#,oldposz#+s#,posx#-s#,posy#-s#,posz#-s#,posx#+s#,posy#+s#,posz#+s#)=1
dec posx#,get static collision x()
dec posy#,get static collision y()
dec posz#,get static collision z()
if get static collision y()<>0.0 then playergrav#=0.0
endif

rem Update with new object position
position object 11,posx#,posy#,posz#

rem Use camera tracker to follow player object
angle#=object angle y(11)
camdist#=25.0 : camhigh#=posy#+10.0 : camfade#=3.5
set camera to follow posx#,posy#,posz#,angle#,camdist#,camhigh#,camfade#,1

rem Tilt camera down a little
xrotate camera 15

rem For fun, slightly move pedastal step
move object 10,0.01

rem Update screen
sync

rem End loop
loop

rem Restore object if ever leave this loop
enable object zdepth 11

cloud
Freezer
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Posted: 25th Nov 2002 23:45
Thanks so mush.. I have worked on the multi-player part now for a while but it won´t work do u think you can help me here??

cloud
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Posted: 26th Nov 2002 19:26
i might be able to help if u give me the codes and tell me what u need help with exacly then i will see what i can do for u
cloud
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Posted: 26th Nov 2002 20:00
oh and what type of multiplayer is it is it a internet game or a offline game.
Freezer
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Posted: 26th Nov 2002 23:42
Multi-player Help
______________________________

Okey!
The game should be A LAN Mutli-Player game...
TCP-IP/IPX... I Looked on the Multi-player exampel in Darkbasic and i can say this.. You should not read this code =).. And as you know I have done a litte jumping hat game and i now want a multi-player LAN part... For me and my friend to play on the LANs.. The thing i thought was tricky is how to create a new player when some one joins.. And after that i did the code to a mess.. Anyway I want A A New hat to show when some one joins but all hats should look the same.. And when exampel "TOM" jumps on "Chriss" "Criss" Hat disappear and start all over again.. And "TOM" gain one point to the score list..
I know this can be hard and i understand if you can´t help me.. But i can say this if you do.. I will print your name on the Head Programmer list... oh and The smart step code you send to me after the first i haven´t used it.. Beqause I wanted to create platforms where the hat can jump... You will see in this code... And i want to thank you for all the help //Freezer
I will post the code under here

Freezer
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Posted: 26th Nov 2002 23:44
Here is the new code.. Without the LAN Multi-player part i was "Trying" to do.. As i said it whould be best if you didn´t saw it =).. Thanks //Freezer



Freezer
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Posted: 27th Nov 2002 19:44
Have you looked on this yet?

cloud
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Posted: 27th Nov 2002 23:10
no but i will get started straight away to help i wasn't allowed to got on the internet for a while. i'll give the help when i have done it ok. bye
Freezer
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Posted: 28th Nov 2002 10:44
Okey. Thanks man.. You are a life saver =)

cloud
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Posted: 29th Nov 2002 12:10
hi freezer i am still working on it but i am having a few problems doing it i put a score board on it but i cant get the internet part done yet but i can make a offline one no problem but i will keep trying.

cloud
cloud
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Posted: 29th Nov 2002 14:02
I have got it to ask to connect to the internet and it works ok but getting to players to work might be a bit harder.
Freezer
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Posted: 29th Nov 2002 17:34
But??? Why do it ask to connect to internet when it should be att LAN game?? Or was it just a test? Otherways.. Okey.. Do u think you can do it?? With the players a mean! //FreeZer

cloud
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Posted: 29th Nov 2002 22:20
I might but i'll have to keep trying i was just testing to see if i can get the internet part to work and if u like i can make an offline option too for your game with computerised hats in it.
cloud
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Posted: 30th Nov 2002 13:15
Sorry freezer but my computer doesn't have any lan settings on it and i don't know how to make lan games in db sorry but i can make two types of offline games for u:
1:multie player but sharing the key board
2:single player with computers

sorry

cloud
Freezer
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Posted: 1st Dec 2002 02:00
Okey.. That sad.. But thanks anyway.. But do u think that you can look on the exampel in the newest Db-patch there is a LAN multi-player exampel.. And look if you can come up with something then i can try it =) //Freezer

cloud
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Posted: 1st Dec 2002 15:34
Well is the newest version of db version 13 or is there a newer one.

cloud
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Posted: 1st Dec 2002 19:50
It´s the newest one.. And by the way i am kind of intressed in Single-player against computer idea.. Can you but a AI in the game do u think?

cloud
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Posted: 1st Dec 2002 22:09
what do u mean exacly by AI? i can make the computer part all right and make it jump but can u explain what u mean by AI do u mean that i comes after u or something else. and about the lan thing which tutarial is it and what is its name?

cloud
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Posted: 2nd Dec 2002 23:37
DARK BASIC EXAMPLE PROGRAM 03.. You press at the exampel menu.. And the link where it stands Multi-player game.. There it is

cloud
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Posted: 3rd Dec 2002 20:28
ok i'll see if i can find it. and i will start right away.

cloud
Freezer
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Posted: 5th Dec 2002 20:51
How does it going?? I am working on another part of War hats now.. It´s starting to get better and better =)

cloud
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Posted: 8th Dec 2002 17:09
well i'm having a few problems because i couldn't find anything to do with ai i found the example though and i'm going to have to ask on here for a few codes as well.

cloud
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Posted: 9th Dec 2002 15:09
Okey!.. Thanks for all help... Working on it my self too!

Freezer
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Posted: 14th Dec 2002 13:32
How does it go for you?? Cloud??

cloud
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Posted: 14th Dec 2002 13:57
well with the computer it's having problems because i can't get the collision to work on that object so when it comes after u it sinks and then can't move so could u add another cone to u'r games and put collision on it but another problems is when i tryed to add collision to it and the computer wouldn't move but went the player jumps it jumps so can u add the computer cone and put collision on it and give the codes back to me then i'll get it to chase after u and try to jump on u ok.

cloud
Freezer
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Posted: 18th Dec 2002 21:15
Just look on the player cones.. code it worked for me.... look at the player collision code and put it on the computer collision number instead...
if the player object nr is 1 and collision is 1 change so the computer.. for an exampel 2 and 2 =) as i said it worked for me =)

cloud
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Posted: 19th Dec 2002 21:55
ok i'll try on infact i'll do it.

cloud
Freezer
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Posted: 24th Dec 2002 01:15
Okey. Let me know the working status. Mary X-mas by the way

cloud
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Posted: 24th Dec 2002 15:19
hey freezer mery x-mas too and i was wandering if u could do something for me could u give me the codes that u said u did with the enemy and collision on it cus i aint any good at using collision in games i tryed but it still wouldn't work so can u please give me the codes please .

cloud

p.s. sorry for the hassle
cloud
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Posted: 4th Jan 2003 23:29
hey freezer happy new year, how are u getting on and can u please give me those codes plaese.

cloud
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Posted: 9th Jan 2003 00:17
Sorry has done a DEL of C: and D: but i can say how to do. As you see in the text i have wrote in the begining of the text where the player collision. with other things. Make object static. Just look on the player code and change the cube 1 to what ever it is to that number that the computer should be. Hard to read?? Just copy the text there it makes the player object static to the new cone and as i said do it STATIC it it the Static code that could be a bit tricky.. You need to change a variable but it is not to hard i can say. I am a newbie so i think you can make it =) Good loók and by the way how is it looking now i have seen gun requests and that sort of thing is it for the game WE are making or is it one of uoyr project??

cloud
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Posted: 10th Jan 2003 18:58
it's one of my projects that i'm doing and i think i under stant what u are saying.

cloud
cloud
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Posted: 18th Jan 2003 13:28
sorry freezer but i can't do it if i wanted to get it to work i'd have to change alot of thying in it so sorry for the hassle.

cloud

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