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DarkBASIC Discussion / i am lost...

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Message
DB newbie
19
Years of Service
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Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 5th Jan 2008 18:45
ok guys i am currently working on a 3D maze game and i have everything done fo rthe most part besides collision. that is my biggest problem. i have read tutorials and im just lost. can anyone help me. here is my code jsut to show you what i am workign with.

thanks




Come see the WIP!

DB newbie
19
Years of Service
User Offline
Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 5th Jan 2008 20:47
woot i did it i finally got the collision but there is only one problem...on my maze it only hits one face of it and not the rest of the maze....
i made the maze in cartography shop and it is a .x


Come see the WIP!

Sinani201
18
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Joined: 16th Apr 2007
Location: Aperture Science Enrichment Center
Posted: 6th Jan 2008 21:31 Edited at: 6th Jan 2008 21:32
read TDK's collision tutorial.
http://forum.thegamecreators.com/?m=forum_view&t=96045&b=10

Seriously, how do you make the little blue text come up below your message?
Bluestar4
19
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Joined: 19th Dec 2005
Location: USA
Posted: 6th Jan 2008 23:16 Edited at: 6th Jan 2008 23:23
I suggest making each part of the wall an object. e.i. make a text file of your maze (walls , floors, ceiling, ect) example :
xxxxxxxxx
x.......x
x.......x
x.......x
x.......x
x.......x
xxxxxxxxx
each x would be where a wall would be , and each . would represent a flooring tile. This would be the best way to do a maze rather than making one giant large x file of the maze as collision detection , movement would be far more accurate. To better explain this, there was a list of tutorials for db-pro one of which was titled making huge dungeons. I suggest you download and read it as it covers this subject in detail quite nicely.
edited to add link : here is the link to the tutorial I am refering to.
http://files.thegamecreators.com/developer/dbpro/DBPro_Tutorial_6_Huge_Dungeons.zip

demons breath
21
Years of Service
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Joined: 4th Oct 2003
Location: Surrey, UK
Posted: 8th Jan 2008 21:31
An extension of Bluestar's idea... I generally use 0 for floor and 1 for walls as that means that if you want to add in other tiles you can just give them numbers and then read the integers when creating the maze so, for example, 0=floor,1=wall,2=portal,3=door,4=spike pit etc.

"A West Texas girl, just like me"
-Bush

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