First off I'd like to thank you FA for all the work and sweat you put into this lib, It's been a great help, and it will always be for any developer.
But I'm here facing some problems due to my incompetence, first off is the Flag_ground proc.
I realize that if I want to do something like a slippery ice turf, The const var would have to be an even number, that's simple, but the issue that got my head spinning is this
mob
action()
if(on_ground & !Jump & LAVA)
world << "[src] has fallen into the lava!"
src << "You've fallen into the lava!"
src.px=32
src.py=32
src.loc=locate(1,1,2)
..()
Why when I apply an extra condition in that If statement, the whole thing just gets messed up, why, I don't know, logically It should work, since Jump var is always 0 unless the user jumps.
I know it's just wrong to create such a var when there's already one integrated into the library, here comes my second issue, which might just solve the first, which is,
I've been trying to set the on_ground var to zero during Jump verb execution with the usual --, but I don't think it's that simple since there's probably a proc that always keeps on_ground value a 1, I'd appreciate it if you would instruct me on the proper way to do it, thanks.
ID:895393
Jul 28 2012, 5:06 am
|
|
In response to Forum_account
|
|
The explanation was great, it's pretty clear to me now, but if I can't set the on_ground manually then I'll be a bit in trouble.
since I'm trying to implement jumping in a 2D game, I know that doesn't sound like a good mix but I believe an icon_state and some automatic movement can give the player an illusion of jumping, The jump procs in your library is for isometric games, unless I missed something again, couldn't there be a way to set on_ground value to 0? If that ends up causing more bad then good, then I know an alternative way to implement the jump verb without having it interact with on_ground var, thanks. |
3D mode is for side perspectives, including but not limited to the isometric. 3D is pretty much anything with 3 dimensions; x, y, and z.
|
In response to Kaiochao
|
|
when it comes to BYOND, there's only so few modes. If we're talking about BYOND here, X,Y,Z(For different Z map levels) would usually be known as the 2D mode, to be honest, I'd love coding an isometric game, the only problem is the small screen, It always feels like a cutscene, which is just a big turn-off for me (inb4thatswhatshesaid)
|
In response to SanctusAnguis
|
|
We're definitely not talking about BYOND's z-levels here.
|
You can use the 3D movement mode with any perspective, not just isometric. You can use it with the top-down perspective if you'd like.
|
In response to Forum_account
|
|
Turned on the top-down mode, It worked like a charm, didn't even need my obsolete jump verb, Thanks FA and Kaio.
|
The on_ground var is 1 when you're on the ground and 3 when you're on lava (assuimg LAVA =2). When you do 3 & 2 you get 2. The value of !jump is 1, and when you do 1& 2 you get 0.
The library automatically sets the value of the on_ground var. You don't need to ever set it yourself.