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1
Issues Help Desk / Volume Control Not Working
« on: September 16, 2013, 12:34:57 am »
I added sounds for a door in my game, but the volume doesn't seem to change at all when I adjust it in the sound resource properties or in scripting.
Is volume control broken? or am I doing something wrong?
I simply added this to the creation event of the door.
Is volume control broken? or am I doing something wrong?
I simply added this to the creation event of the door.
Code: [Select]
sound_volume(snd_doorOpen,0.5)
2
Programming Help / Re: Double-Click/Button Press?
« on: September 06, 2013, 01:17:38 am »
I figured it would be more work. That compiler sounds cool though.
3
Programming Help / Re: Double-Click/Button Press?
« on: September 04, 2013, 03:45:57 pm »
This is just out of curiosity, but would it be possible to make an emulator to play a game made in enigma on other platforms like consoles or mobile?
4
Programming Help / Re: Double-Click/Button Press?
« on: September 03, 2013, 02:50:09 pm »
I was just using the console game as an example, I have no intention of using controllers.
5
Programming Help / Re: Double-Click/Button Press?
« on: September 03, 2013, 02:05:41 pm »
That is something I will very much appreciate! Everyone's got their hands full these days.
6
Programming Help / Re: Double-Click/Button Press?
« on: September 03, 2013, 02:00:55 pm »
Thanks. I was actually kind of surprised when I found out it wasn't a default feature.
Double clicks/press' would be a great feature to add
Double clicks/press' would be a great feature to add
7
Programming Help / Double-Click/Button Press?
« on: September 03, 2013, 01:38:33 pm »
In my game, I have "F" as the button for melee assassinations, but I also want to use it for the other gadgets in my game. I want to be able to use a double button press to detonate a remote explosive, similar to the double "X" or "square" press in CoD to detonate C4.
How do I make this distinction?
Cheers,
Asher
How do I make this distinction?
Cheers,
Asher
8
Proposals / Re: Collapsible Script
« on: August 13, 2013, 07:11:51 pm »
lol, no worries, just throwing it out there
9
Proposals / Collapsible Script
« on: August 13, 2013, 06:14:10 pm »
One thing that is not found in enough IDEs is collapsible text/script, yet it is hands down the greatest tool to simplify and organize complicated code. For someone like me, who is a beginner at programming, it would help me understand code much faster and I know that pros would love this because of how clean it would make the working environment.
Cheers,
Asher
Cheers,
Asher
10
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 06, 2013, 04:55:07 pm »
It worked, but I got confused with the direction commands. I'm still experimenting, so I'm not sure which one I will ultimately choose. I'll definitely give that light engine a go after I get a reasonable demo done with the 3D technique.
11
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 06, 2013, 04:46:45 pm »
When I was writing this question, I kinda knew on the inside that the answer was going to be painfully simple.
Thanks
Thanks
12
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 06, 2013, 03:11:31 pm »
I've been able to create cameras, objects, etc. in 3D, however I need help figuring something out.
The camera direction commands don't entirely make sense to me, but I know I need to to point along the z-axis, in order to see the 2D room.
This is the example code I'm using (from http://enigma-dev.org/forums/index.php?topic=1169.0)
I hope this isn't too much trouble.
Cheers,
Asher
The camera direction commands don't entirely make sense to me, but I know I need to to point along the z-axis, in order to see the 2D room.
This is the example code I'm using (from http://enigma-dev.org/forums/index.php?topic=1169.0)
Code: [Select]
//DRAW WHAT CAMERA SEES
xf=x; //x to look from
yf=y; //y to look from
zf=z; //z to look from
xt=xf+cos(degtorad(direction)); //x to look to (with direction)
yt=yf-sin(degtorad(direction)); //y to look to (with direction)
zt=zf-sin(degtorad(zdirection)); //z to look to (with z direction)
d3d_set_projection(xf,yf,zf, xt,yt,zt, 0,0,1); //look from & to
I know this code points the camera along the x-axis, looking east in the room editor. Could someone explain how I would need to change this for what I need?I hope this isn't too much trouble.
Cheers,
Asher
13
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 05, 2013, 03:43:56 pm »
My GM project lighting was based on that version. Didn't know it was the same person.
I started dabbling with the 3D elements. So far I only created a cube and all the setup before hand, but it doesn't look like the final goal will be too complicated to reach.
I started dabbling with the 3D elements. So far I only created a cube and all the setup before hand, but it doesn't look like the final goal will be too complicated to reach.
14
Issues Help Desk / Re: Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 05, 2013, 01:55:45 pm »
Thanks for the replies.
@Robert B Colton
That example is a lot like what I had in my Game Maker project. It got the job done. I'll see how the performance of this goes with my game.
@TheExDeus
There seems to be more advantages with the 3D technique. In Teleglitch this is an interesting effect where the shadow casting geometry shifts around a bit. I think it's due to a dynamic effect they add to the player being near it, and also that the geometry is raised , so the perspective makes it move in relation to the player ever so slightly.
I'll try both techniques. I may ask more questions on this thread down the line about the 3D technique though.
Thanks again!
@Robert B Colton
That example is a lot like what I had in my Game Maker project. It got the job done. I'll see how the performance of this goes with my game.
@TheExDeus
There seems to be more advantages with the 3D technique. In Teleglitch this is an interesting effect where the shadow casting geometry shifts around a bit. I think it's due to a dynamic effect they add to the player being near it, and also that the geometry is raised , so the perspective makes it move in relation to the player ever so slightly.
I'll try both techniques. I may ask more questions on this thread down the line about the 3D technique though.
Thanks again!
15
Issues Help Desk / Need Help Creating 2D Shadow Casting (e.g. Teleglitch)
« on: August 05, 2013, 02:22:07 am »
Hello, as the title says, I am trying to create a shadow casting effect much like that of Teleglitch for my stealth game.
(Teleglitch)
I was able to get something working in Game Maker Studio, but it was rather glitchy. Once I moved to Enigma, I tried to remake the system from scratch, but I didn't get anywhere alone. I'm just wondering if anyone can point me the right way on making this. I realize the Teleglitch creators use 3D shapes to make the shadows, but if a 2D system is simpler (my game is 2D), that's great.
Cheers,
Asher
(Teleglitch)
I was able to get something working in Game Maker Studio, but it was rather glitchy. Once I moved to Enigma, I tried to remake the system from scratch, but I didn't get anywhere alone. I'm just wondering if anyone can point me the right way on making this. I realize the Teleglitch creators use 3D shapes to make the shadows, but if a 2D system is simpler (my game is 2D), that's great.
Cheers,
Asher