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Catsia

Member Since 18 Aug 2011
Offline Last Active Feb 04 2012 03:12 PM

Posts I've Made

In Topic: 3D Lighting

12 November 2011 - 06:04 PM

Turn off lighting before drawing the gun, then turn it back on after.

d3d_set_lighting(0);
//draw gun
d3d_set_lighting(1);

I set a light event, but now the floor and ceiling don't show up, I'll give you the code I am using for my ceiling and floor.

{
d3d_draw_floor(0,0,0,room_width,room_height,0,texture_floor,256,256);
d3d_draw_floor(0,0,32,room_width,room_height,32,texture_ceiling,256,256);
}

In Topic: 3D Lighting

12 November 2011 - 05:51 PM

Turn off lighting before drawing the gun, then turn it back on after.

d3d_set_lighting(0);
//draw gun
d3d_set_lighting(1);

It does set lighting, but the item we carry is still black. (Yes, item. We carry around a lantern, not a gun :| )

In Topic: How to make a footstep when i walk

13 October 2011 - 02:18 PM

Set up a trigger and a alarm[] or self made timer.

e.g:

CREATE:
play_sound = 1

STEP:
if play_sound = 1 {
alarm[0] = 30
play_sound = 0
//play sound
}

ALARM[0]:
play_sound = 1

Actually, It's multiple step sounds, but I'll just try this for fun until I get a response.
Wait it's Not Working! D:

In Topic: How to make a footstep when i walk

13 October 2011 - 01:05 PM

Set up a trigger and a alarm[] or self made timer.

e.g:

CREATE:
play_sound = 1

STEP:
if play_sound = 1 {
alarm[0] = 30
play_sound = 0
//play sound
}

ALARM[0]:
play_sound = 1

Actually, It's multiple step sounds, but I'll just try this for fun until I get a response.

In Topic: How To make enemy health in an FPSC Game

12 October 2011 - 11:36 PM

There are many effects here at the forums to help you with that, just search around.
Where you put the "e_health-=1" simply add;

e_health-=1
instance_create(x,y,obj_blood)

obj_blood will be a new object that is the blood animation. You can do particles or simply just a billboard effect. Depending on the level of detail you're aiming for it all depends on you.
Instead of doing a separate object, you could always animate the enemy to splatter blood and just have it disappear.

e_health-=1
sprite_index=spr_enemy_hit
               	{
                    if image_number=6
                                       	{
                                       	sprite_index=spr_enemy
}
}

Replace "spr_enemy_hit" with the name of the sprite that animates the enemy getting it. Replace "spr_enemy" with the name of the sprite that is the basic enemy stance.
"image_number" is the amount of frames the sprite animation has, so change that corresponding to the sprite animation.

Hope it helps.

I'm Good with the variables but not the Code.