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Messages - AsherOS

#1
Issues Help Desk / Volume Control Not Working
September 16, 2013, 05:34:57 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.
sound_volume(snd_doorOpen,0.5)
#2
Programming Help / Re: Double-Click/Button Press?
September 06, 2013, 06:17:38 AM
I figured it would be more work. That compiler sounds cool though.
#3
Programming Help / Re: Double-Click/Button Press?
September 04, 2013, 08:45:57 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?
September 03, 2013, 07:50:09 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?
September 03, 2013, 07:05:41 PM
That is something I will very much appreciate!  :D Everyone's got their hands full these days.
#6
Programming Help / Re: Double-Click/Button Press?
September 03, 2013, 07:00:55 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
#7
Programming Help / Double-Click/Button Press?
September 03, 2013, 06:38:33 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
#8
Proposals / Re: Collapsible Script
August 14, 2013, 12:11:51 AM
lol, no worries, just throwing it out there   :D
#9
Proposals / Collapsible Script
August 13, 2013, 11:14:10 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
#10
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
When I was writing this question, I kinda knew on the inside that the answer was going to be painfully simple.

Thanks :D
#12
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)
//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
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.
#14
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!
#15
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