This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - TheMachine02
466
« on: May 31, 2012, 12:25:14 pm »
467
« on: May 31, 2012, 04:02:50 am »
Thank you very much !!! And I think to put animation in demo with vectoriel picture.... What do you think about this ?
468
« on: May 31, 2012, 04:00:18 am »
Congratulations and good luck!
469
« on: May 31, 2012, 03:58:03 am »
and here is! a routine for scaling the spirite of the size I want!! (8 * x, y) the only problem I have is that the routine is quite slowwwwwwwwwwwwwwww ... I will put the source code when I get home ... The demo is coming!!
470
« on: May 25, 2012, 10:15:27 am »
471
« on: May 25, 2012, 10:05:29 am »
I think 2 is the best for a geek, but they are all pretty !!
473
« on: May 24, 2012, 11:51:02 am »
16*16 spirite scaling routine for do a great boss and beautiful treasure the only problem I encounter is to show the boss with a variable height walls: I think I'll put the boss in a room simple square
474
« on: May 24, 2012, 11:41:02 am »
I'm just working on a playable demo so I'll post you when I had finished Feature: Character animation ..... in progress Cool menus ....... almost done 3d find the treasure Boss ...... with animations (and everything in 3d) Save game ....done (and very funny)
475
« on: May 24, 2012, 11:19:39 am »
Thank you. I think I find a way to do a limited and quick AI So, I will try this and I wil tell you if it's work. Also a picture showing the possibilities of my engine Better on calc !!!
476
« on: May 24, 2012, 03:25:45 am »
Ok. Thank you !! The raycasting isn't so complicated. I had good results with my ray casting engine, although there is no textures (which is not that bad). I think I will reduce the quality to increase speed: the whole is to find a good arrangement Otherwise I start to create an artificial intelligence (it's just a point following a other point) and I do not see too how to make the point that moves avoids the walls Here the code .IA 20->C->D->X->Y New() Repeat getkey(15) X-C<<0?-1->I,1->I // -1 is the signe Y-D<<0?-1->J,1->J //same Y-D=0?0->J X-C=0?0->I X-C//32+I->S Y-D//32+J->T !If pxl-test(C+S,D+T C+S->C D+T->D End pxl-on(C,D pxl-on(X,Y If C=X*(D=Y New() End Disgraph Pause 300 Clrdraw End Return Lbl New rand^20+3->A !If rand^2-1 -A->A // the signe End rand^20+3->B !If rand^2-1 -B->B //same as follow End !If pxl-test(X+A,Y-B A+X<64*(A+X>0)?X+A->X B+Y<64*(B+Y>0)?B+Y->Y Else Goto New End Basically, this code just create a point, which is the objective of the other point (here it stops when it hits a wall, and I want that the point continues to try to reach the other point ...) Thank for help!
477
« on: May 23, 2012, 12:10:59 pm »
Ok...... I will try this I also forgot to say that the walls have a variable height and you're done making the program a little more complicated Here, I have a variable height from the top, but not the bottom .... And I did not succeeded to put the two together ... :'( Furthermore, and this time the game, I'll try to put a program on the site to show you a costume of a character team. Errrr ...... I can't find the link to post a program
478
« on: May 22, 2012, 01:12:06 pm »
the DDA system is way for me to determine the intersections of walls with the ray On my engine, precision and speed are decreased because of a detection system (so that I would like to change) On your tutorial (which I knew), I did not understand how you did to determine the first point of intersection with the map
479
« on: May 22, 2012, 12:21:22 pm »
no screenshoot sorry I need help with the DDA system: I'm not sure to have very well understood
480
« on: May 22, 2012, 10:04:06 am »
Bonjour je suis nouveau sur le site et j'essaie de créer un nouveau rpg en 3d avec un moteur raycasting. Les menus sont quasiment terminés. J'aimerai de l'aide pour le moteur raycasting
voici le code source
Hello I am new to the site and I try to create a new RPG with 3D ray casting engine. The menus are almost completed. I'd like to help with the ray casting engine
here's the source code
. Full3d [1111111111111111->GDB1 //test map [1000000000000001 [1999100000000001 [1888100000000001 [1777400000000001 [1888101199100001 [1999101199100001 [1999101199100001 [1999100100100001 [1555100100110001 [1111100100010001 [1111111111111111
E0->S E500->X->Y Diagnosticoff Repeat getkey(15) Repeat getkey(0) Pause 11 Disgraph' End Disgraph'Clrdraw'' getkey(2)-getkey(3)*8+S->S sin()->Q cos(S)->P If getkey(4)+getkey(1) If getkey(1) -P->P // negative symbole (not operator) -Q->Q // the same End !If Check(X+P,Y-Q)->U*(U<4) X+P->P Y-Q->Q End End E3->A cos(-45)->L // negative symbole S+45->S While -S+45 //operator cos(Z)->I sin(Z)->J E0->C-32->G //oper. X->P Y->Q EF->K Ray() A+2->A cos(-48)->L //operator Z-2->Z End End Return
Lbl Check nib{/256*156+{°r1+1}+(GDB1*2)} Return
Lbl Draw !If H-r2-G->r2<<0 Rect(A,G+32,2,r2,r1) End Return
Lbl Ray P+I->P Q-J->Q If Check(P,Q)->§*(K>=§) 180/(L*C/256+8)->H*§/5->W G+H>256?-H->G // negative signe If Check(P,Q+J)->V+§-2*V Draw(L6,V*H/5 End V-§?Draw(L3,W),Draw(L6,W Return!If §->K-1 G+r2->G End ReturnIf C++>50 Goto Ray
Need optimization (6 MHz)
-> is sto symbole
§ is theta
|