I am making a 3D game that i don't think has ever been done before, with basically, a room sprite, a person, and the stage, doubling as walls. I can't really show anyone, because the project isn't finishd yet and it can't be shown without the collision scripts. i can't even seem to get a picture of what i mean onto this post!
This is sort of it: Screenshots- Bionicle the game for GBAI hope that bbcode worked! Please reply, because i am really close to finishing this project-the collisions and the jumping are the only things left!
Last edited by pinnipediator (2012-03-31 12:47:47)
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Are you doing this in Scratch? 'cause judging from the pictures, probably not... Why don't you post what you have of your project so far, and we'll see what we can do?
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That seems rather complicated.
But if you plan to achieve it, then upload what you have of your project so far so that we can see.
You can consider adding some other kid of color onto the walls. One that is not used anywhere else in your project. Maybe a shade you don't use or something. Use that and then create a script where the player stops when it touches that color.
That could be a way of doing it.
But from my perspective, what you are trying to achieve sounds very complicated.
Hope this helped and hope you do good on your project!
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I am doing this in scratch, that isn't a picture of my game, that is a picture of sort of what i'm aiming for. Google image search asterix at the olympic games pc screenshots and bionicle the game gba screenshots (what i put there) and you sort of have the gist of what i'm sort of aiming for. Imagine one of those games, just in block colour, and made up of 2d images arranged to look 3d, which is what they are, just more cleverly, because they aren't made in scratch, which to be fair, is pretty basic, which is part of the fun. I hope you understood that! My project so far isn't worth showing, but what i'm after, is basically, stopping motion at a particular point, but the motion working again, once it's away from that point. Also, if i showed my project, i couldn't guarantee it would fully be my idea anymore, as people could remix or copy, and i want this to be fully my discovery in scratch, because i put a lot of work, and a lot of hours spent daydreaming in scratchblocks, to get the effect i have now, which is ruined by the absense of really bacis scrips that need editing. You'd be suprised to know that what i have has no variables so far. I hope you can help, i've made it very difficult, by being so secretive, for something that isn't worth it yet (i'm bargining on it being worth it once i have full games in close to 3d, what i have now is a demo), but i need help, thanks in advance, i'm sure someone can help, all it is is a collision script involving mapping sprites to each other, i can edit it to do the rest.
Thanks again- pinnipediator
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SOScratch, you must have posted while i was typing, because i didn't see your reply till i posted. The problem is, i don't know how to get it to stop anywhere, colours, i'm assuming must be the most basic, but if i want it to stop, i can't get it to start afterwards. Also, the person has to stop moving when particular parts of his body touch the walls, as he would be miles short of the top wwall especially, if it was all of him effected.
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It's not as hard as you think I'm pretty sure...You just have to create two more sprites: A shadow of the main character, and a hidden (ghost =100) sprite that is the exact shape of the ground of the map. These two sprites do the collision testing instead of the others...that way, when you program jumping, it'd doesn't affect your collision sprite...if that's not enough to go off, please tell me
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AtomicBawm3 wrote:
It's not as hard as you think I'm pretty sure...You just have to create two more sprites: A shadow of the main character, and a hidden (ghost =100) sprite that is the exact shape of the ground of the map. These two sprites do the collision testing instead of the others...that way, when you program jumping, it'd doesn't affect your collision sprite...if that's not enough to go off, please tell me
Yeah, but Java does not tolerate collision of completely ghosted sprites. I believe Paddle2SeeFixIt tested it out in one of his projects.
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chanmanpartyman wrote:
AtomicBawm3 wrote:
It's not as hard as you think I'm pretty sure...You just have to create two more sprites: A shadow of the main character, and a hidden (ghost =100) sprite that is the exact shape of the ground of the map. These two sprites do the collision testing instead of the others...that way, when you program jumping, it'd doesn't affect your collision sprite...if that's not enough to go off, please tell me
Yeah, but Java does not tolerate collision of completely ghosted sprites. I believe Paddle2SeeFixIt tested it out in one of his projects.
The shadow wouldn't need to be, it could just be a literal shadow in the game.
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AtomicBawm3 wrote:
chanmanpartyman wrote:
AtomicBawm3 wrote:
It's not as hard as you think I'm pretty sure...You just have to create two more sprites: A shadow of the main character, and a hidden (ghost =100) sprite that is the exact shape of the ground of the map. These two sprites do the collision testing instead of the others...that way, when you program jumping, it'd doesn't affect your collision sprite...if that's not enough to go off, please tell me
Yeah, but Java does not tolerate collision of completely ghosted sprites. I believe Paddle2SeeFixIt tested it out in one of his projects.
The shadow wouldn't need to be, it could just be a literal shadow in the game.
Oh, so like ghost=50 or something along the lines of that?
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chanmanpartyman wrote:
AtomicBawm3 wrote:
chanmanpartyman wrote:
Yeah, but Java does not tolerate collision of completely ghosted sprites. I believe Paddle2SeeFixIt tested it out in one of his projects.The shadow wouldn't need to be, it could just be a literal shadow in the game.
Oh, so like ghost=50 or something along the lines of that?
Or not even. It could just be solid. Or you could have the character sprite switch a sensor, do the sensing, then switch back to the character.
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AtomicBawm3 wrote:
chanmanpartyman wrote:
AtomicBawm3 wrote:
The shadow wouldn't need to be, it could just be a literal shadow in the game.
Oh, so like ghost=50 or something along the lines of that?
Or not even. It could just be solid. Or you could have the character sprite switch a sensor, do the sensing, then switch back to the character.
I see. I used to do the color sensor to where you couldn't see it because it switched to the visual at the end of the frame. Now I use:
when gf clicked forever if <key [right arrow v] pressed?> change [xvel v] by (1) end if <key [left arrow v] pressed?> change [xvel v] by (-1) end set [xvel v] to ((xvel) * (.87)) change x by (xvel) if <touching [level v]?> change y by (([abs v] of (xvel)) + (1)) if <touching [level v]?> change y by ((0) - (([abs v] of (xvel)) + (1))) change x by ((0)-(xvel)) set [xvel v] to ((xvel) / (2)) end end if <key [up arrow v] pressed?> change y by (-1) if <touching [level v]?> set [yvel v] to (10) end change y by (1) end if <(yvel) < [3]> change y by (-1) if <not<touching [level v]?>> change [yvel v] by (-1) end change y by (1) end set [yvel v] to ((yvel) * (0.9)) change y by (yvel) if <touching [level v]?> change y by ((0) - (yvel)) set [yvel v] to ((yvel) / (2.5)) end end
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What's "level"?
Last edited by pinnipediator (2012-04-05 08:01:46)
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