Re: help in bgt?

2019-04-05 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: help in bgt?

adding an axis isn't all that difficult.Jumping, maybe something like this: Although it's done in za: if(key_pressed(KEY_SPACE) and jumptimer.elapsed>=jumptime)
{
jump.play();
if(jumprisetimer.elapsed>=jumprisetime)
{
me.z++;
}
}etc

URL: https://forum.audiogames.net/post/425239/#p425239




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Re: help in bgt?

2019-04-05 Thread AudioGames . net Forum — Developers room : Zarvox via Audiogames-reflector


  


Re: help in bgt?

I used already written code to turn a 2d into a 3d game. There is a 7z folder of 25 open source projects you can use. I used the zombie war game. First I stripped all the stuff I didn't want. Then I stripped the enemy and weapon code so it was just a map. Oh and no objects either. Then I took the existing map an added a z axis. I use it for any map projects now. However I have stopped working with maps because I do not have jump and land code. I also do not know how to prevent the timer from automatically starting when the game starts. Map games are very difficult to work with, they are not for beginners. I still count myself as a beginner even though I was able to add an axis to the map.

URL: https://forum.audiogames.net/post/425187/#p425187




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Re: help in bgt?

2019-04-05 Thread AudioGames . net Forum — Developers room : Zarvox via Audiogames-reflector


  


Re: help in bgt?

I used already written code to turn a 2d into a 3d game. There is a 7z folder of 25 open source projects you can use. I used the zombie war game. First I stripped all the stuff I didn't want. Then I stripped the enemy and weapon code so it was just a map. Oh and no objects either. Then I took the existing map an added a z axis. I use it for any map projects now. However I have stopped working with maps because I do not have jump and land code. I also do not know how to prevent the timer from automatically starting when the game starts. Maps are very difficult to work with, they are not for beginners. I still count myself as a beginner.

URL: https://forum.audiogames.net/post/425187/#p425187




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Re: help in bgt?

2019-03-31 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: help in bgt?

Ok, so, you could use ectors, or as lucas said, int x, y, z;Maybe something along the lines of this. This code wouldn't work correctly but screw off.int x, y, z; //the players coordinates.
int jumping; //we'll just have this here in case you wanta make jumping;
//declare some sounds
sound step; sound jump; sound ambience;
void main() //hope I don't gotta explain this.
{
//load the sounds.
step.load("step.ogg");
jump.load("jump.ogg");
//etc.
ambience.play_looped();
while(key_pressed(KEY_ESCAPE)=false) //Declare that the following will occur if the key escape is pressed.
{
if(key_pressed(KEY_UP))
{
move(forward); //call the move void, with the directcion of forward.
}
//do that for all the arrows.
}
if(key_pressed(KEY_ESCAPE))
{
exit();
}
}
void move(string direction) //call a move function, that will take the direction that you move.
{
step.play();
if(direction=forward)
{
y++;
}
//etc.
}Now that was thrown together in 5 minutes, and I don't even think that would work, considering I have a vary limited grasp on loops, for some reason they won't work for me, and that I'm not sure if I did the void with an enclosed var correctly. Please correct me if I did that rong, cause I'd love to learn myself.

URL: https://forum.audiogames.net/post/424033/#p424033




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Re: help in bgt?

2019-03-31 Thread AudioGames . net Forum — Developers room : Lucas1853 via Audiogames-reflector


  


Re: help in bgt?

The help file for the language is not intended to teach you how to make whatever complete game you want. It's intended to teach you the fundamentals of how to make whatever game you want so that then you can apply those fundamentals.

URL: https://forum.audiogames.net/post/424015/#p424015




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Re: help in bgt?

2019-03-31 Thread AudioGames . net Forum — Developers room : adel . spence via Audiogames-reflector


  


Re: help in bgt?

it is

URL: https://forum.audiogames.net/post/424011/#p424011




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Re: help in bgt?

2019-03-31 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: help in bgt?

I was searching for this either The help file is sometimes  confusing

URL: https://forum.audiogames.net/post/423886/#p423886




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Re: help in bgt?

2019-03-31 Thread AudioGames . net Forum — Developers room : mohamed via Audiogames-reflector


  


Re: help in bgt?

I was searching for this either

URL: https://forum.audiogames.net/post/423886/#p423886




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Re: help in bgt?

2019-03-30 Thread AudioGames . net Forum — Developers room : Lucas1853 via Audiogames-reflector


  


Re: help in bgt?

Vectors actually have nothing at all to do with a 3d grid. You could just as easily represent the player position with int x,y,z;Either way, in order to create a 3d grid you have to apply logic. Have you ever created a sidescroller or a 2d grid? IF not, you should probably start there or even at a lower point depending on how far you're jumping ahead in this case.

URL: https://forum.audiogames.net/post/423828/#p423828




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Re: help in bgt?

2019-03-30 Thread AudioGames . net Forum — Developers room : redfox via Audiogames-reflector


  


Re: help in bgt?

look in the... ah...The help file explains vectors if you would bother to read the references.vector me(0,0,0);

URL: https://forum.audiogames.net/post/423820/#p423820




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Re: help in BGT needed

2017-08-10 Thread AudioGames . net Forum — Developers room : lav andric via Audiogames-reflector


  


Re: help in BGT needed

Hi.I can't get it to work.

URL: http://forum.audiogames.net/viewtopic.php?pid=323761#p323761





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Re: help in BGT needed

2017-08-07 Thread AudioGames . net Forum — Developers room : CAE_Jones via Audiogames-reflector


  


Re: help in BGT needed

If you don't want to use the sound_pool: // Global, or in a class instance:
sound@ amb;

void init_amb (){ 
sound temp;
ámb=temp;
amb.load("ambience.ogg"); // use the filename you want.
} 

// assuming you have player position variables:
void update_amb (int player_x, int player_y, int player_z) { 
position_sound_3d (amb, player_x, player_y, player_z, amb_x, amb_y, amb_z, 1, 1, 1);
}
 If you'd rather use the sound_pool, it's much simpler, especially if you have multiple sounds:sound_pool pool;

void init_amb (){ 
pool.play_3d ("amb.ogg", player_x, player_y, player_z, amb_x, amb_y, amb_z, true);
}

//after you've moved the player:
pool.update_listener_3d (player_x, player_y, player_z, player_angle);I might have forgotten when to use the listener angle in there, but that's easy enough to check (I'm typing this on my phone  ).Basically, you need to update the sound every time the player moves. The sound_pool does this for all playing sounds with a single method, that only takes the player's new position. So, unless I'm trying to do something fancy like sound rings, I'd just stick with the sound_pool.

URL: http://forum.audiogames.net/viewtopic.php?pid=323290#p323290





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