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epilobello
One of my students was playing with ThatGamesGuys 3D Tutorials. He was using Platforms. Everything works fine in Level 1. However, the second level, which started out as a dup of Level 1, creates the ball below the platform.

I've got the printouts of the object info and the scripts and am trying to figure out what's different in Level 2 that makes the ball act the way it does. I can't see it.

What exactly is happening?
Sinaz
QUOTE (epilobello @ Aug 24 2007, 08:28 AM)
One of my students was playing with ThatGamesGuys 3D Tutorials.  He was using Platforms.  Everything works fine in Level 1.  However, the second level, which started out as a dup of Level 1, creates the ball below the platform.

I've got the printouts of the object info and the scripts and am trying to figure out what's different in Level 2 that makes the ball act the way it does.  I can't see it.

What exactly is happening?
*


I'm looking out my window, and gosh darnit, I just can't seem to pick a line of sight from here to your printouts. Try holding them up in the air a little higher...
epilobello
I suppose one could duplicate what we did:

1. download ThatGamesGuys 3D Tutorial: #5 Platforms,
2. dup the room,
3. insert a room_goto_next() in a keypress event of your choice in obj_Character,
4. print out scr_Camera and scr_Character,
5. run the program in debug,
6. wonder what caused the change, find it, prove it, post it back

Thanks!
epilobello
Our class experimented with creating a Level 2 for various 3D editables. A lot of funny things happened! We got laughs for Level 2s that projected the plane perpendicular to the objects that were supposed to lie on the plain. Some of these objects slowly sank below the horizon, etc. etc.

We did have some success in creating multi-level 3D by returning to an intro page and selecting a room from there. It seems that the call to d3d_start() has a lot to do with a "normal" multi-level game.

Next week, I will encourage a new class to help determine the proper sequencing of the d3d_start() call and whatever other factors we find that affects room to room transfers.

Again, if anyone has had any success with multi-level 3D games and has ideas to share, then please post.
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