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G-rant

Member Since 28 Jan 2010
Offline Last Active May 22 2013 02:24 AM

Posts I've Made

In Topic: Total Destruction: Zombie Apocalypse

22 April 2013 - 02:35 AM

Check out the new version (mostly just polishing, but I did add some stuff.) I also found out that the one I had on Yoyo Games before wasn't uploaded right, so it only had the old old version there, but it's up to date now. So you can now use the leaderboards, split screen, and gamepad now if you download it at ether yoyo or game jolt.


In Topic: Total Destruction: Zombie Apocalypse

03 April 2013 - 09:33 PM

Well, I think I'll give the multiplayer another go by myself. I'm going to try using GMechanism instead of normal gml mplay code this time. If I can't figure it out I'll send you a PM. Thanks for offering :)


In Topic: Total Destruction: Zombie Apocalypse

02 April 2013 - 09:34 PM

Thanks for the replies! Alex, I was trying to add online multiplayer, but I got frustrated and gave up. Edward, the reason the name is long is, because it was originally named zombie killer, but that name was taken and both Total Destruction and Zombie Apocalypse sounded generic by them selves.


In Topic: z axis time

15 December 2012 - 05:05 PM

I don't know the controls you used in your game, so I just made it so you press up and down to look up and down. You can change that how ever you'd like.
If you want to make the player look up more/less or down more/less just change the 45 and -45

step event:
if (keyboard_check(vk_up) and zdir < 45) {zdir += 3;}
if 
(keyboard_check(vk_down) and zdir > -45) {zdir -= 3;}

When making the projection:
d3d_set_projection(x,y,10,x+cos(direction*pi/180)*lengthdir_x(1,zdir),y-sin(direction*pi/180)*lengthdir_x(1,zdir),10-lengthdir_y(1,zdir),0,0,1);

In Topic: z axis time

14 December 2012 - 01:16 AM


create event:
zdir = 0;
//Also make sure you have a z variable set for the player.

Then use the same code that you use for horz. aiming for the vertical aiming. Which will of coarse need to have some changes to it, but I can't help you with that very much with out seeing your code.

When making the projection:
d3d_set_projection(x,y,z, (your_code_here), (your_code_here),z+[b]lengthdir_y(1,zdir)[/b], 0,0,1);

It isn't very accurate, but if you showed the code you have just for the d3d_set_projection fuction I could make it a lot better.