The Daily Click ::. Forums ::. Klik Coding Help ::. Mode7 question
 

Post Reply  Post Oekaki 
 

Posted By Message

:JULI@N:



Registered
  14/07/2002
Points
  641
25th July, 2004 at 20:44:08 -

Um, is there a way to test if an active object is overlapping specifically the main image or the secondary image?

 
n/a

Cazra

Crazy?

Registered
  24/07/2002
Points
  4472

Game of the Week WinnerVIP Member
25th July, 2004 at 22:01:46 -

I think the only collision events you can do with Mode7 are testing a collision with the whole Mode7 box. If you want to test collisions with the main image, make an offscreen active object with the same picture as the main image. Then make a real player and check collisions through the two real objects.

 
n/a

:JULI@N:



Registered
  14/07/2002
Points
  641
25th July, 2004 at 23:27:35 -

Well, thanks. Although I saw a 3rd person shooter engine using mode7 that didn't need a separate map or real player. It tested collisions with heights and origins and stuff. But anyway, what I would like to do is a game like Skyroads. There are many platforms and you jump on them, and you lose if you fall.

 
n/a

:JULI@N:



Registered
  14/07/2002
Points
  641
25th July, 2004 at 23:32:06 -

This is the only thing I managed to do
www.solorzano.50megs.com/3d.cca

 
n/a

AsparagusTrevor

Mine's a pint of the black stuff

Registered
  20/08/2002
Points
  2364

Game of the Week WinnerHas Donated, Thank You!VIP MemberEvil kliker
25th July, 2004 at 23:39:16 -

I think you'll need to Zip that file or something, I'm getting an error here saying the file extension isn't supported.

 
Image

:JULI@N:



Registered
  14/07/2002
Points
  641
25th July, 2004 at 23:41:00 -

Yeah, I also get the message
www.solorzano.50megs.com/3d.zip

 
n/a

:JULI@N:



Registered
  14/07/2002
Points
  641
26th July, 2004 at 16:56:34 -

Um, other thing,
can someone please explain me the relationship between the X Y origins and the drawing in the main image?

 
n/a

Cazra

Crazy?

Registered
  24/07/2002
Points
  4472

Game of the Week WinnerVIP Member
26th July, 2004 at 18:45:22 -

The X,Y coords on the Mode7 maps are just like the playfield's system. It's only the camera that looks weird. Set the camera angle to 270-angle("player").

 
n/a

:JULI@N:



Registered
  14/07/2002
Points
  641
26th July, 2004 at 18:53:04 -

But I mean, for example, in the main image drawing, suppose the center of that image is 16, 16, and there, I put a yellow star. If I make the mode7 origins to 16, 16 at the start of the frame, should it appear at the yellow star?

 
n/a

Cazra

Crazy?

Registered
  24/07/2002
Points
  4472

Game of the Week WinnerVIP Member
26th July, 2004 at 19:56:14 -

Yes, you'll be positioned at the yellow star. You may not see the yellow star though since you would be standing right on top of it.

 
n/a

:JULI@N:



Registered
  14/07/2002
Points
  641
26th July, 2004 at 22:44:32 -

ok, thanks. ill go mess with mode7 now

 
n/a

DistantJ [FZ Games]



Registered
  02/08/2004
Points
  855
2nd August, 2004 at 19:53:29 -

Yeah, you need to have a 'representation' running at the same time, kinda like a HUD map in a racing game, or a radar, where the dots and things are your real objects, and what you see on the screen is just the outcome of calculations based on it. Complicated stuff, I still need to get used to this myself...

I did manage to get a sort of engine running without a 'radar/map', but it was pretty limited, as in it was first person only, and the height of the map worked for collision(i.e. using a height map to make something real tall so it's like a wall will make you stop, like an obstacle, although these 'walls' look really ugly). Your best bet is to learn the dots thing. I know that's what I'll be doing when I get into it.

 
http://www.fzgames.com
   

Post Reply



 



Advertisement

Worth A Click