Okay so this is my main.dba
Rem Project: Primative
Rem Created: Thursday, April 09, 2015
Rem ***** Main Source File *****
// Include the Dark Occlusion Library
#Include "Dark Occlusion/Dark_Occlusion/Dark_Occlusion.dba"
// Start Dark Occlusion
OC_Init()
//--- import src
#include kubo.dba
#include movement.dba
#include load_grassland.dba
#include cameraview.dba
#include grassland_logic.dba
//--- init game egine
//--- Display
sw = desktop width()
sh = desktop height()
set display mode sw, sh, 32, 1 // width, height, depht, Vsync
set window off
//--- General settings
Sync On
Sync Rate 60
AutoCam Off
set camera range 0,1, 650000000
hide mouse
//--- DYN Settings
DYN START
DYN set gravity 0, -98, 0
// Main Asset Path
set dir "media"
//--- Keys
ghost_key = 2
small_key = 3
light_key = 4
forward_key = 17
backward_key = 31
left_key = 30
right_key = 32
jump_key = 57
gosub _load_grassland
gosub _kubo
DO
DYN FETCH RESULTS
DYN UPDATE
// gosub _cameraview
gosub _movement
gosub _grassland_logic
gosub _debug
DYN SIMULATE
OC_Update()
SYNC
loop
DYN FETCH RESULTS
DYN STOP
And this is where I load my world.
Rem ***** Included Source File *****
_load_grassland:
set dir "grassland"
load mesh "portalisland_A.x", 1
load image "Portal_Island.png", 1
make object 1, 1, 1
load mesh "portalisland_B.x", 2
load image "IsleA_tex.png", 2
make object 2, 2, 2
load mesh "portalisland_C.x", 3
load image "IsleB.png", 3
make object 3, 3, 3
load mesh "wayisland.x", 4
load image "WayIsle_B.png", 4
make object 4, 4, 4
load mesh "waterisland.x", 5
load image "IsleC.png", 5
make object 5, 5, 5
load mesh "waterisland_way.x", 6
load image "intersection_tentisland.png", 6
make object 6, 6, 6
load mesh "above_tentisland.x", 7
load image "above_tentisland.png", 7
make object 7, 7, 7
load mesh "intersect_island.x", 8
load image "intersectionsisland.png", 8
make object 8, 8, 8
load mesh "platform_01.x", 9
make object 9, 9, 4
load mesh "platform_02.x", 10
make object 10, 10, 4
load mesh "platform_03.x", 11
make object 11, 11, 4
load mesh "platform_04.x", 12
make object 12, 12, 4
load mesh "bridge_island.x", 13
load image "bridgeisland.png", 13
make object 13, 13, 13
load mesh "bridge_stone_01.x", 14
load image "bridge_stone_01.png", 14
make object 14, 14, 14
load mesh "bridge.x", 15
load image "bridge.png", 15
make object 15, 15, 15
set object cull 15, 0
load mesh "cave.x", 16
load image "cave.png", 16
make object 16, 16, 16
load mesh "catapultisland.x", 17
load image "catapultisland.png", 17
make object 17, 17, 17
load mesh "ruins_01.x", 18
load image "ruins_01.png", 18
make object 18, 18, 18
for t = 1 to 18
set object collision to polygons t
scale object t, 200, 200, 200
OC_AddObject(t)
OC_SetObjectStatic(t)
DYN cook triangle mesh t, t
DYN make triangle mesh t, t
NEXT
// --- Platforms with animations
load mesh "platformA.x", 20
load image "PlatformAB.png", 20
make object 20, 20, 20
position object 20, 35, 0, -5
dyn make box 20, 1
dyn kinematic on 20
load mesh "platformB.x", 21
make object 21, 21, 20
position object 21, 45, 25, 35
dyn make box 21, 1
dyn kinematic on 21
// Block to push
make object cube 22, 5
position object 22, 64, 118, 182
dyn make box 22, 1
set dir "obj"
load mesh "stone.x", 30
make object 30, 30, 1
scale object 30, 200, 200, 200
dyn cook triangle mesh 30, 30
dyn make triangle mesh 30, 30
set dir "..\.."
RETURN
System: Win 8.1 64 / Core i5 (3,9GHz), GeForce 760 GTX 192 - Bit Dx 11 (Driver 335.23) / 8GB Ram