what im trying to say is......all im doing is trying to get a game made.....do you understand the pics on there right now are just there for looks later i have to change it.... thats what i was planning..i already have my designs for menus and stuff working on those now...the zelda ones on there now i just there for beta so it has some kind of look instead of a blank screen every time...ive already changed it...but....i still need to find over world music..think i know where i can get someone to make me some....but hang on...lbfn this is not going to be redistributed this is just a game im making...and once again the zelda content on it right now..it is just on there for kicks so everytime i start up dont need to drown my eyes in black...they will be removed... but i kind of got a map going but im upside down and if you could tell me how to make it right side up that would be very kind
Dim FKey(10,1): Dim Info(2): Dim Tiles(500,500): Dim ColData(100): Dim ZoneData(100)
Set Display Mode 800,600,16
Sync On
Hide Mouse
Backdrop On
Color Backdrop 0
Set Camera Range 10.0,100000.0
make object box 1,4,3,5
movespeed = 55
turnspeed = 57.5
time=timer()
health#=100
HealthWords$="Your Health Is "
Print HealthWords$+str$(health#)
Read MatWidth#
Read MatHeight#
Read TilesX
Read TilesZ
TilesizeX#=MatWidth#/TilesX
TilesizeZ#=MatHeight#/TilesZ
Info(0)=TilesizeX#: Info(1)=TilesizeZ#
Read TextureSize#
Read Foggy
Read FRed
Read FGreen
Read FBlue
Read FDist
If Foggy=1
Fog Color RGB(FRed,FGreen,FBlue)
Fog Distance FDist
Fog On
Else
Fog Off
Endif
Read Norm
Read UsedTex
Read UsersImage#
Make Matrix 1,MatWidth#,MatHeight#,TilesX,TilesZ
Bmpname$="_KKD.bmp"
Load Bitmap Bmpname$,1
Get Image 1,0,0,Int(UsersImage#*TextureSize#),Int(UsersImage#*TextureSize#)
Delete Bitmap 1
Prepare Matrix Texture 1,1,Int(UsersImage#),Int(UsersImage#)
For N1=0 To TilesZ-1: Rem Read in texture values for each matrix tile
For N2=0 To TilesX-1
Read MatTex
Set Matrix Tile 1,N2,N1,MatTex
Tiles(N2,N1)=MatTex
Next N2
Next N1
For N1=0 To TilesZ: Rem Read in height values for each matrix tile
For N2=0 To TilesX
Read MatHt#: Rem Height
Set Matrix Height 1,N2,N1,MatHt#
Next N2
Next N1
If Norm=1
Gosub Normalise
Endif
Update Matrix 1: Rem Update the matrix with all the changes
Info(1)=UsedTex
For N=1 To UsedTex
Read ColData(N): Rem <<< Collision Value (0 or 1) of textures used
Read ZoneData(N): Rem <<< Battle Area (0 - 9) of textures used
Next N
For N=1 To 10
Read FKey(N,0): Rem X Pos
Read FKey(N,1): Rem Z Pos
Next N
CamX#=FKey(1,0)*TilesizeX#+(TilesizeX#/2)
CamZ#=FKey(1,1)*TilesizeZ#-(TilesizeZ#/2)
GH#=Get Ground Height(1,CamX#,CamZ#)+100.0
Position Camera posx#,object position y(1)+6,posz#
Point Camera object position x(1),object position y(1)+6,object position z(1)
Do
gameTime=timer()-time
MSframe#=gameTime*(movespeed/1000.0)
TSframe#=gameTime*(turnspeed/1000.0)
If upkey()=1
Move Object 1,MSframe#
endif
If Downkey()=1
endif
If Leftkey()=1
Dec a#,TSframe#
endif
If Rightkey()=1
Inc a#,TSframe#
endif
yrotate object 1,wrapvalue(a#)
posx#=cos(270-a#) * 30 + object position x(1)
posz#=sin(270-a#) * 30 + object position z(1)
Position Camera posx#,object position y(1)+6,posz#
Point Camera object position x(1),object position y(1)+6,object position z(1)
time=timer()
sync
Loop
End:
Normalise:
For z=1 To TilesZ
For x=1 To TilesX
h8#=Get Matrix Height(1,x,z-1)
h4#=Get Matrix Height(1,x-1,z)
h#=Get Matrix Height(1,x,z)
h2#=Get Matrix Height(1,x,z)
x1#=(x-1)*25.0: y1#=h#
x2#=(x+0)*25.0: y2#=h4#
dx#=x2#-x1#: dy#=y2#-y1#
ax#=Atanfull(dx#,dy#)
ax#=Wrapvalue(90-ax#)
z1#=(z-1)*25.0: y1#=h2#
z2#=(z+0)*25.0: y2#=h8#
dz#=z2#-z1#: dy#=y2#-y1#
az#=Atanfull(dz#,dy#)
az#=Wrapvalue(90-az#)
nx#=Sin(ax#): ny#=Cos(ax#): nz#=Sin(az#)
Set Matrix Normal 1,x,z,nx#,ny#,nz#
Next x
Next z
Return
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------------------------------------
Edited by myself.....lol i got the code button to work now i feel so smart...i think ill give myself a complimentary cookie!!
Alienmaster