Hi guys,
managed to make a game at last. very simple idea - you crash landed on a small deserted island. theres a dancing ghost on it, who will chill you to death upon touch, so you have to avoid it by running around. try to get off it.
very very basic game, its my very first with ZgE. as such the graphics are really basic. but i will embark on better projects next time. i couldnt get over the prob of making the mouse-look rotateable for more than 360deg, so it will not turn after 1 turn, so turn back the other way. working on it of cuz.
any constructive feedback will be good, and if you have any tips or code u think will be a good add-on do let me have a look:-)
Simplest FPS, escape from island game.
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Simplest FPS, escape from island game.
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- World0.zip
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- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
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Ha,. nicely done! looks good,. is there a way to win this ??
for how to get full rotation see;
viewtopic.php?t=275
I would like to see that little engine fixed up,. and made more usefull to more ppl,. but none have taken much interest,. give it a look though,. and post any improvements you make,. I notice that it is not the best set up,. as I just hacked it together if i have time I will clean it up,. needs to be simplified and generalized as muc h as is posible,. peace.
for how to get full rotation see;
viewtopic.php?t=275
I would like to see that little engine fixed up,. and made more usefull to more ppl,. but none have taken much interest,. give it a look though,. and post any improvements you make,. I notice that it is not the best set up,. as I just hacked it together if i have time I will clean it up,. needs to be simplified and generalized as muc h as is posible,. peace.
iterationGAMES.com
thanks guys, really appreciate the feedback, motivated to improve the game. to win it, hint is to explore the huts. for the intro screen, well i thought jpg would be the smallest file format so wouldnt make the game big, will try with bmp.
as for the trees, i did think about it. i had a hell of a time trying to learn about the collisions but now that i've got it, i guess no problem.
one small note - for the island, it was one 3ds model. and flat. next i intend to give it small hills and trenches. but how do i code the camera or player to follow the mesh y-heights?
And shadows...lighting, any tips on that?
as for the trees, i did think about it. i had a hell of a time trying to learn about the collisions but now that i've got it, i guess no problem.
one small note - for the island, it was one 3ds model. and flat. next i intend to give it small hills and trenches. but how do i code the camera or player to follow the mesh y-heights?
And shadows...lighting, any tips on that?
Easy way (from my point of view) is creating a surface (2D grid -see meshbox->gridonly), then altering it with an expression that moves vertexes following a mathematical function like "Vertex.Z = something". Add that function in a ZLibrary, then just call that function when you need to calculate the height for any object (points of a grid, trees, and so on) placing it in "OnSpawn" or in "OnUpdate" of the model.zakkwylde wrote: one small note - for the island, it was one 3ds model. and flat. next i intend to give it small hills and trenches. but how do i code the camera or player to follow the mesh y-heights?
For what regards "still" shadows, have you tried using a black bitmap? Of course, a little work to do here, and difficult to explain, but doable
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Re:
[quote=jph_wacheski post_id=1350 time=1225680972 user_id=54]
Ha,. nicely done! looks good,. is there a way to win this ??
for how to get full rotation see;
viewtopic.php?t=275
I would like to see that little engine fixed up,. and made more usefull to more ppl,. but none have taken much interest,. give it a look though,. and post any improvements you make,. I notice that it is not the best set up,. as I just hacked it together if i have time I will clean it up,. needs to be simplified and generalized as muc h as is posible,. peace.
[/quote]
Hi jph_wacheski,
Sorry to bring up such an old post but i realized that the shot models in your FPS engine does not follow the crosshairs at extreme angles (i.e. vertically up and down). Would you know the fix for these? Or perhaps you already came up with an improved engine? Lookin forwards!
Ha,. nicely done! looks good,. is there a way to win this ??
for how to get full rotation see;
viewtopic.php?t=275
I would like to see that little engine fixed up,. and made more usefull to more ppl,. but none have taken much interest,. give it a look though,. and post any improvements you make,. I notice that it is not the best set up,. as I just hacked it together if i have time I will clean it up,. needs to be simplified and generalized as muc h as is posible,. peace.
[/quote]
Hi jph_wacheski,
Sorry to bring up such an old post but i realized that the shot models in your FPS engine does not follow the crosshairs at extreme angles (i.e. vertically up and down). Would you know the fix for these? Or perhaps you already came up with an improved engine? Lookin forwards!
Re: Simplest FPS, escape from island game.
Hi zakkwylde,
Do keep in mind that this project doesn't work in recent versions of ZGE due to the use of "App.CollidedCategory" ( which has been removed since ).
K
In order to fix jph's "basic_FP_engine_001.zgeproj" project, change the ZExpression in obj_player > OnUpdate > KeyPress "shoot - LMB or K" > OnPressed into the following:
Code: Select all
obj_shot.velocity.x=cos(facing*2*pi)*(0-sin(facing_x*2*pi))*10;
obj_shot.velocity.y=sin(facing*2*pi)*(0-sin(facing_x*2*pi))*10;
obj_shot.velocity.z=0-cos(facing_x*2*pi)*10;
K