Well, I started tinkering around with my project again. What sucks is if you walk away too long you forget alot of what you did in your program….and with Vertigo..Uhg!
I "may" have to try starting fresh with the way you move around. It works so close, but little bugs like being able to jump in mid air if you don't let go of the space bar and such…it's driving me nuts trying to nail it down. It may sound like a simple fix but remember…I am checking movement on 6 faces with 4 posible directions each. Then checking at every level…(6 levels of blocks posible and you could be on the very top or bottom…so that makes 8) The events start to get a mile long, and although I did put in comments heavily for the first time, it is still hard to sort out. For those of you with high-speed internet you can see what you can expect for gameplay here with a video I put up on You Tube…http://www.youtube.com/watch?v=jE9kVts7vA8The resolution was recorded at 50% because capturing the video slows it down…so this is about the speed it runs at on my computer…2.6Ghz. And yes the animation is smoother than the video, but you will need a fast computer to play this game at any reasonable speed once it is done. I WISH there was some Z collision detection in GM 6.1…. it would simplify things greatl.! Having to check everything manualy…what a fricking pain! Well, once this game is done, it is probably the last I am going to go nuts with all the camera angles and heights with. If I could just get this jumping thing down I could start cranking out levels with the level editor. Another bug is that when you are jumping on the Z axis with the joystick it only moves one space ahead instead of two.
Oh, that's that Ball game from the PS1? But in a first-person perspective? Damn, I used to LOVE that game! Good luck with this, doing very well so far. =D
Yep…Roll Away on the PS1, also known as Kula Quest and Kula World I believe in other areas. I wanted to put the ball in with the 3rd person perspective but it has been more than challenging to pull off just what I got so far. (my first serious attempt at 3-D with Game Maker).
That's not bad at all. The level clear process is pretty neat. You could do better in third person, in my opinion. It's actually very easy once you figure out how to rotate the camera.
Z collision detection is also pretty easy. You can make detection on terrain maps so simple.GM3D in my opinion is less complicated than something like 39DLL, yet serprex refuses to work with it.Anyway, good luck.3rd person is the way to go for a game like this. Would make the camera more smooth when switching axis's and would be easier to see what your doing.
Kula World, that was it! =D
I like how you've put it in a first person perspective, but maybe, after you've finished up the game, you could add in some 3RD Person Perspective option? Good luck. =)Well, it wound up being 1st person perspective just because it was that much easier to work with. 3rd person you have to start dealing with the camera bumping into walls, and the method I used for flipping would not look right with a ball the way it works now. Part of the ball would sink into the cubes going over the edges as the point you are "looking from" cuts diagonally over the edges to the new position on another face of a cube.
As far as turning or fliping over a cube, it is smoother than it looks in the video. I think I set it where it takes 12 steps to turn or flip to a new position if I remember right. The video was shot with the game running at 50% it's normal size just so I could keep the speed up while recording it. Runs smooth when it's running by itself (on my system anyway), but with the video capture program running it starts to crawl when you try things like full size or full screen.