top-down-demo\demo.dm:48:error: pdepth: undefined var
top-down-demo\demo.dm:52:error: pdepth: undefined var
top-down-demo\demo.dm:56:error: pdepth: undefined var
top-down-demo\demo.dm:56:error: pz: undefined var
top-down-demo\demo.dm:62:error: pdepth: undefined var
top-down-demo\demo.dm:81:error: pdepth: undefined var
(Those are the errors i got, i forgot how to fix them, you told me once. can you help me out Forum_accounts.?)
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ID:642408
Apr 7 2012, 9:12 am
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Apr 7 2012, 10:07 am
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Open _flags.dm and comment out the #define TWO_DIMENSIONAL line.
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Ok and want to make it so you can jump in my game with depth and all that. What should I do.?
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The same thing =)
The #define TWO_DIMENSIONAL line tells the library to work in a top-down 2D mode. If you comment that line out, it'll run in 3D mode with jumping, depth, and all that. |
Ok great thanks but i tried that through first time it didn't work. but great library.!
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Some of the demos can be run in 3D mode but don't make use of it. The isometric demo certainly makes use of the 3D mode if you need a way to test something out.
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In response to Anime HQ
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Anime HQ wrote:
Yeah but i need a regular game you know top down.... Do you want jumping and depth with a top-down view? The library uses BYOND's pixel_z var to represent the elevation of an object and, by default, this moves objects up on the screen (like it would for a three-quarter view). If you want to have depth with a strictly top-down view, you'd need to do something like this: mob |
Do you override the key_down() proc anywhere in your code? If so, you need to call ..() in it, otherwise the default action (jumping when you press the jump key) won't execute.
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You can try adding this to your code:
mob If those procs aren't even being called, the default key_down() isn't getting called for some reason. |
keyboard.dm:50:error: key_up: undefined proc
keyboard.dm:36:error: focus: undefined var movement.dm:249:error: client.focus: undefined var movement.dm:250:error: client.keys: undefined var movement.dm:251:error: client.keys: undefined var movement.dm:252:error: client.keys: undefined var movement.dm:253:error: client.keys: undefined var movement.dm:286:error: client.focus: undefined var movement.dm:286:error: client.keys: undefined var movement.dm:286:error: client.keys: undefined var movement.dm:295:error: client.focus: undefined var movement.dm:295:error: client.keys: undefined var movement.dm:295:error: client.keys: undefined var debugging.dm:76:error: client.keys: undefined var debugging.dm:77:error: client.keys: undefined var _flags.dm:64:warning: can_jump: procedure override precedes definition movement.dm:79:warning: can_jump: definition is here keyboard.dm:43:error: key_down: undefined proc _flags.dm:68:warning: jump: procedure override precedes definition movement.dm:82:warning: jump: definition is here now it says this |
It looks like you're missing the Keyboard library and that you pasted the code I gave you in the wrong spot. This code:
mob Should go in the project of yours that references the Pixel Movement library, not in the library itself. |
C:\Documents and Settings\Mike\My Documents\BYOND\lib\Forum_account\keyboard\keyboard.dm:187:e rror: split: undefined proc
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Make sure you have the Forum_account.Text library included. I'm not sure why that error comes up - the Keyboard library should be including it automatically but for some reason you sometimes have to include it manually.
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