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TurkeySandwich

Member Since 16 May 2006
Offline Last Active Feb 25 2010 12:40 AM

Topics I've Started

3d Projection

23 February 2010 - 02:34 AM

My problem is pretty simple, I think. In my game, I'm supposed to be flying over water and through buildings and such. The problem is that everything looks too close. As if the character were way too big and the building way too small.

Do I honestly have to reconfigure everything twice as big and re-do the whole level? Or can I just alter the projection so that I see the world as I would if the character were smaller?


d3d_set_projection_ext(x,y,z,x+cos(direction*pi/180),y-sin(direction*pi/180),z-sin(global.pitch*pi/180),0,0,1,45,320/240,32,2048);

This is the code I'm using. Because of the way my maths are set up in school, I haven't learned a whole lot about sines and cosines yet. I tried doubling the xto, yto, and zto. That didn't change a thing.

Text From Tiles

26 December 2009 - 07:12 PM

Just a little background: After having my computer "cleaned" a year or two ago, I lost most of my Game Maker files. So I have done this before, but I lost it and cannot remember how it was done.


What I'm trying to do is write letters and words, etc. from a tileset. That is, Game Maker would take a variable or string and write it letter-by-letter.


For example, to write "I AM ERROR." it would put down the part of my font-background that has an I, then an 8 pixel space, then the coordinates of an A, then an M, then another space, et cetera until the whole sentence is there.

Or, in the case of a variable, it would grab whatever digits are needed from my background and put them down.


I am using the registered version of Game Maker 6.1. Again, I have used something like this before, so don't worry about confusing me with code; I'll re-learn it. =]


Many thanks

3d Horizon With 2d Action

25 May 2009 - 08:16 PM

Alright, everyone knows how in order to save space, a lot of "3D" games will use a 2D backdrop for the faraway stuff. Now what I've been interested in is doing the reverse, having a fully detailed 3D background for the horrizon with the actual players and characters and such being flat.

I've gone about this a few different ways, and it never seems to work quite right. How would you all go about this?


(btw so that you get what I'm going for, take Panzer Dragoon and replace all the models with sprites but leave the complicated environments)

'true' 3d Method

28 March 2008 - 11:35 PM

There might already be a topic and/or discussion of this, but I didn't see one.


I was thinking of how it would be possible to go about making depth LOOK like depth, and I came to a conclusion that I'm not sure how to test. Why not use two views, slightly off from one another with a slightly different angle? What I mean is this: Your eyes are actually picking up two 2D pictures, which it smashes together in the long run. If you take two photos at roughly the same distance apart, and screw up your eyes just right, the two photos will merge into something that looks a lot more 3D. You could apply this same principle of sight to games by drawing two views on the game screen.


Just one thing: I haven't a clue how to tell the game to draw the two camera views simutaneously, and at a small distance apart from each other.

Collisions Quit Registerring

23 December 2007 - 08:15 PM

In this simulation I've been working on, one creature should eat another if it has hit a certain age and is strong enough. If its not strong enough, it gets eaten itself. If its not old enough, they bounce off of one another.

But this is the problem: After a while, they just go straight through each other. Not bouncing, nor eating one or the other. I set a popup to occur when there is a collision and even that didn't happen.