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C.Zorg

Member Since 03 Feb 2005
Offline Last Active Aug 17 2012 10:30 PM

Topics I've Started

Need to know if a process is running

16 October 2011 - 11:33 PM

I need a way to see if a given process is running or not. As far as I know this is not possible with GML so I need a DLL. I've searched around and found some that will do exactly this, but all links are either dead or removed by mods...

The one I found most interesting is Process Finding DLL (link), so if anyone have that laying around or any DLL that will do this, please post it here or pm it to me.

Flying Johnny! ~ Needs testing!

21 July 2011 - 12:07 AM

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Info
Game Name: Flying Johnny
File Type: .zip (I prefer .rar, but then most of you here on the gmc won't download...)
File Size: 3.18 MB
Description: A picture is worth a thousand words (hint: see screenshots)

Download: Host-a.net

Click the images to make them bigger

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Features
Achievements
Stats tracking
Profile system
... and a whole bunch on the way, like Perks, Unlockables and more game modes

NOTE 1
There's a bug with a surface in the game when running the game in any other resolution than 1920x1080. So if you're using any screen resolution other than 1920x1080 you'll want to set the Visual Quality in the graphics options to something else than Extreme. This will make the game not use said surface, but the screen distortion won't be present.

NOTE 2
You have to create a profile in the main menu in order to play the game. This is because on the stats and achievements.

GM Logo Movie

28 June 2011 - 09:39 PM

Today I made this logo movie to use as intro to my GM games.
I thought maby someone else finds this useful so I'm posting it here.

Preview: http://www.youtube.c...h?v=G4Vz_WA9qAA
Download: http://www.mediafire...ysonw2hml9o7k4z

Resolution: 1280x720
Size: 1.95 MB
Duration: 5 seconds

Made with Adobe Photoshop CS5 and Adobe After Effects CS5
Rendered with Adobe Premiere CS5

GMo3D Editor (update 2011-01-31)

30 January 2011 - 04:14 PM

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Hello all!
A couple of weeks ago I had an idea for a game. This game will be built using GMOgre3D as the engine as this engine has the most to offer and seems to be the most userfriendly engine for GM.
I can't say much about the game itself at the moment, but I can say it is the largest project I've done.

GMo3D Editor is still in the early development process, but it needs to be bug tested for real from now on as I add new features, and that's why I'm releasing it to the public today.

Why did you create GMo3D Editor?
As there was no other GMOgre level creation program around when I needed one I decided to create my own to use for my game and future games.
The best part is I don't create GMo3D Editor with MY game in mind as I want everyone to be able to use it for their GMOgre games. Loading a exported level into your game will be as easy as typing ONE command: execute_string("path-to-level-file"), nothing more.

What can you do GMo3D Editor?
As of now you can only do some of the basic stuff like using your custom models, materials, textures. You can create a level with those and save it. The saved level can be opened and edited further. But these are the functions that needs to be tested the most. The export function of levels are still under development so levels can't be used in games right now (if you change your game's code to fit with the saved level code they can be used as they are)
Ofcourse it has many more features, but you have to try it out to see what they are.

How to use
When your start GMo3D Editor you are presented with 4 windows:
- The main window; This is where you see your level as you build it
- Menu window; This window holds the menu and this is where you start when making a new level
- Entity window; This is where you select mesh and material, finetune entity position, scale and roration
- ToDo window; This is your ToDo list or message box. Or you can use it for anything else

When creating a new level the first thing you do is creating a floor.
To create a floor edit the values for the floor size, segments and UV tiling. When that's done you need to select a material from the entity window. After that you hit the Create floor button to create the floor.
With a floor created you can start placing entities in your level.

When the floor is created you can also start using the mouse and keyboard to fly in your level. To use this feature you press and hold the right mouse button in the main window, and move around using WASD.

Select a mesh and material from the entity window and either click on the floor where you want to place an entity, or click the Create entity button.
Now, if you want, you can do alot of things with your entity. Click the entity with the middle mouse button to select it. Whit an entity selected you can change the values under Position entity, Scale entity and Yaw/Pitch/Roll. To apply the changes to the selected entity, hit the Update entity button. You can also use the scroll wheel on your mouse to scale the selected entity up or down.

Hitting the Del button in the entity window or the Del key on your keyboard will delete the selected entity. Hitting the Del key on your keyboard WITHOUT having an entity selected will delete the entity that the mouse cursor pointing at.
In the entity window you can tick the Random checkbox to get random yaw, pitch, roll on your entities when placing them in your level. This can be useful when placing plants in you level as you don't want all of your plants to have the same yaw.

The todo window can be used to write a list of things you need to do on a level and delete them as you make them. Or it can be used to tell your develop team what needs to be done to a level. It can ofcourse be used in many other ways, like helping with the bugtesting. If you create a level and there's something wierd happening on the level, write a note about it and save the level. Send the saved level and the resources you used to me and I can quickly address the issue.

What will be added?
Everything that's greyed out in the menu will be added plus alot of functions I have already planned, like material editor, light editor, UI editor, model and material preview, different tools that can help the user when building levels, and things I come up with as I go.
Also collision objects and animated world objects will be added.

Screenshot
Spoiler

Changlog
Spoiler

Download latest here (v0.007 alpha)
Download old here (v0.005 alpha)

Most of the included models and textures are not made by me. Those models are FREE models from turbosquid.

Mouse 3D coordinates

23 January 2011 - 01:13 AM

Hi all!

I'm new to GMogre and learning fast.
I'm making a top down myltiplayer game and want the character to always face the point direction between the player character and the mouse position.
I found something in the help file about click-select objects in the 3D world:

Now that we have an event that is fired when a mouse is clicked, we can add code to find which entity, if any, the user clicked on. Add the following script to the Global Mouse Left Click event:

entity_id = GetEntityFromCameraRay( obj_camera.camera_id, GetMouseXPos(), GetMouseYPos() )

if ( entity_id != 0 )
{
     node_id = GetEntityParentSceneNode( entity_id );
     ShowSceneNodeBoundingBox( node_id );
}

This above code is very simple. The GetEntityFromCameraRay() function casts a ray from the specified camera using the specified screen position (in this case the position of the mouse) and returns the ID of the first entity it hits. If no entity is hit, 0 is returned.

The last two lines simply display a bounding box around the entity, to visually notify the user that the item has been 'selected'.

So, after reading this I figured GetMouseXPos() and GetMouseYPos() returns the 3D coordinates of the mouse, but that's not the case.

Does anyone know how to return the mouse's position in 3D space?