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 Biolab 4 v0.0.0.4b

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Commander~DEST
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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 09, 2010 4:31 am

I am now starting to work on the HUD based on previous ideas for it.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 09, 2010 7:20 am

Commander~DEST wrote:
Yeah, I checked hege's script and it is flawless!

:O u sound like ur surprised XD

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 09, 2010 7:43 am

Well, I shouldn't have been surprised. It's Hege after all. Smile

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 09, 2010 5:58 pm

Hehe thanks! Smile

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PostSubject: Re: Biolab 4 v0.0.0.4b   Mon Jan 11, 2010 9:46 am

Alright, my agenda for this week will be:
-Convert the variables to arrays.
-Create HUD using input from Hegemege and Bretboy129.
-Bullet shell is dropped after each shot. (I haven't played many shooting games but I envision that the clip is arcs up and behind the player and drops to the ground, well for now there won't be a ground to stop it. Correct me about this if I'm wrong)

You guys need to do some research about a Physics DLL. I have already done some shooting and I haven't found anything so far. An idea would be to post something on the GMC about this.

BTW: I have been working on learning C++ lately, and I don't know how far you all are, but it would be nice if you posted your projects in Dropbox.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Mon Jan 11, 2010 10:48 am

: D input from hege and BRETBOY!!! : D

I feel so special, can't wait to see the ideas hege put into it too
-Bret

P.S. I will be posting some of my (crappy) basic C++ programs I have made so far

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PostSubject: Re: Biolab 4 v0.0.0.4b   Mon Jan 11, 2010 11:19 am

Sweet! Smile

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PostSubject: Re: Biolab 4 v0.0.0.4b   Tue Jan 12, 2010 2:01 am

I can post some of my mathematic cpp files.

Anyways, there actually is a ground level, theres even an object so you can easily move it. obj_goundlevel or something? You can use basic gravitation for the bullet shell but stop it at the ground level or maybe bounce it a bit.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Tue Jan 12, 2010 6:02 am

Sounds good Hege. Will do. I will work on that as well.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Thu Jan 14, 2010 5:55 am

What's the point of origreloadtime? I don't see it mentioned in any other script than the one where it's created...

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PostSubject: Re: Biolab 4 v0.0.0.4b   Thu Jan 14, 2010 5:58 am

variable reloadtime decreases when the player reloads and origreloadtime holds the time what the weapon takes to reload. reloadtime is changed back to origreloadtime after reload is done and reloadtime stops to increase. It just basically holds the value the gun takes to reload but it doesn't loop to 0 and back unlike reloadtime.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Thu Jan 14, 2010 7:02 am

I thought it did something liek that. I will find the script then. It might be in the "Press R" event or something.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Fri Jan 15, 2010 4:08 am

Indeed it is in press R

BTW, I think that I won't have time before sunday to do the stair-walking. I am terribly sorry that this has been delayed a bit, mainly due to studies and my hobbies, but I try to do this ASAP. HW takes around 3-4 hours daily and my longest sleeptime is somewhere between 5-6 hours with my current schedule. Luckily weekends are almost free(I'll play in a chess tourney round on Saturday from 12-17 GMT+2) but other than that I have the whole weekend free.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Fri Jan 15, 2010 8:51 am

Completely understandable. All of us have been busy. The good things is that things will slow down after exams. (And speed Biolab 4 up!)

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PostSubject: Re: Biolab 4 v0.0.0.4b   Fri Jan 15, 2010 9:00 am

R event: There's no reference.

if not global.pause=true
{
if reload = 0 && shoot[2] != shoot[1] and crouch = 0
if global.ammopack>0
{
image_index = 0
reload = 1
global.ammopack-=1
}
}

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PostSubject: Re: Biolab 4 v0.0.0.4b   Fri Jan 15, 2010 10:49 pm

I found it.

End Step event of obj_player
Under animations, first code:
Code:
 

... case spr_playerreload:
        image_speed = image_number/[b]origreloadtime[/b]
        if image_index >= 17
            image_speed = 0
        break;

It makes the animation to play at the right speed.
the last part makes the reloading animation to loop only once, otherwise it would start over after it completed animation.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 16, 2010 4:09 am

Ah, thank you!

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 16, 2010 4:44 am

BTW: I am coming along well on the updated engine. Expect it this weekend. Smile

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 16, 2010 5:33 am

Great!

After we have the variables in arrays and all we can start adding weapons and levels and more functionality into the game like the puzzles we thought of the other day.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 16, 2010 5:44 am

YEAH! Its about time we got started on that stuff. Making weapon designs, me and Nrage can get back to work!

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 16, 2010 7:45 am

I am having trouble with changing the "reload" variable. It is linked to so many objects. Should i bother with it? Also, should I quickly change the movement variables?

BTW: The find and replace function is proving to be very useful! I found it the other day and it sped things way up!

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 16, 2010 10:41 pm

Okay, umm...

Reload, crouch and jump are STATE variables, they have nothing to do with weapon stats or anything like that.

Only anything related to the actualy shooting or eload as action should be changed, where different guns have different reload speeds and different amounts of ammo etc.

I can provide a list of variables what need to change if you need it. Smile

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 16, 2010 10:46 pm

I think I got it. Should I use 2D variables then? To make it easier to switch the array it checks for based o nthe weapon? If you know what I mean...

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PostSubject: Re: Biolab 4 v0.0.0.4b   Sat Jan 16, 2010 11:42 pm

Yeah, 2D arrays for weapon stats like this:
weapon[0,0] = weapon name
weapon[0,1] = weapon damage
...
weapon[1,0] = weapon name
and so on.

and you can leave those three and almost everything else as is, only these varibles what have anything to do with the weapon stats should be in 2D array. You just have to rename say reloadtime to weapon[n,6] or any index. Just make sure only that one array holds the values and if you have time try to make a textfile with the corresponding details for every array slot, GM comments are sometimes annoying to read.

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PostSubject: Re: Biolab 4 v0.0.0.4b   Mon Jan 18, 2010 1:42 am

Yeah, that's what I was thinking. I am going to do that ASAP. Also, just to let everyone know, I just released the latest version. I am still working on it, but it has the fundamentals of the HUD.

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