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ForumsShowcase → Beta Realease of The Great Pyramid of Egypt
Beta Realease of The Great Pyramid of Egypt
2005-07-11, 9:07 AM #1
Here is a link to download the beta of my Pyramid level.
Tell me what you think about it. Right now I'd like more feedback about gameplay and less about bugs because I am aware of a lot
of bugs but just haven't got around to fixing them.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-07-11, 9:26 AM #2
I just tried it out, I think the level's awesome. I really like the moving sand.

IDEAS for traps:

- Boulder tumbling down a corridor and eventually smashing you.

- Door trap on the floor with a slide that leads to an alligator cage (or whatever)

(BUGS:

-If you go on the dunes (from any side of the pyramid), there are huge default walls set to GEO 4. Fix that please.)
Skateboarding is not a crime.
2005-07-11, 11:47 AM #3
the outside has insane weirdness with mixing images and stuff
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-11, 12:07 PM #4
Quote:
Originally posted by jedi I
Right now I'd like more feedback about gameplay and less about bugs because I am aware of a lot
of bugs but just haven't got around to fixing them.



Im pretty sure he wants you to comment on the gameplay, not the bugs Prodigy ;)

Anyway:

Gameplay was nice, it was fun and fighting while you fall off the pyramid is just insane :D
2005-07-11, 12:18 PM #5
Quote:
Im pretty sure he wants you to comment on the gameplay, not the bugs Prodigy


no.

new screenies please? i'd DL it, but i've uninstalled JK. again.
幻術
2005-07-11, 12:59 PM #6
Quote:
Originally posted by ProdigyOddigy
the outside has insane weirdness with mixing images and stuff

You might want to apply the JK thing/adjoin limit patch.

I know you don't want to hear bug reports, but it's all I can give, since I cannot test it in multiplayer:
- texture alignment
- inside is poorly lit
- some geo4 adjoins on the outside

You know what would be fun? A catapult that'd throw you all the way up to the top of the pyramid.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-07-11, 3:26 PM #7
Quote:
Originally posted by zagibu
You know what would be fun? A catapult that'd throw you all the way up to the top of the pyramid.


I'm not sure what you're getting at but it sounds really
interesting. I'm afraid It would be hard for me to make
a moving model for a catapult that could actually throw you
that far. I've never dealt with moving models other than plain
old skinning where you don't change the model other than the
textures and maybe add on to a few meshes. If you could
make a good model with working key frames and get cogs
to run it I'd certainly be greatful but for now I don't want to
spend the time myself on complex moving models and cogs.

I am building the temple of Ra next to the pyramid and that will
have an under ground tunnel to the interior. I was thinking of
putting a teleporter up to the top but I haven't figured out how
these teleporter cogs I have work. I'm still expirimenting. I like
the catapult idea better if you can help me with it but if not I'd
rather just make a teleporter.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-07-11, 4:05 PM #8
The actual catapaulting would be done via cog, not via collisions with the model. You'd just have to experiment with thrust values until you found one that worked, then set up the cog to animate the model properly in conjunction with the thrust.

2005-07-12, 12:01 AM #9
Here's a quick cog I whipped up:
Code:
symbols

key		animation

sound		fire_sound

vector		force

thing		catapult
thing		fire_ghost

flex		max_dist=0.1
flex		dist_temp			local
flex		fire_sound_dist=2

int		firing			local

message		startup
message		touched

end

code

startup:
	// Initialize control variables
	firing = 0;
	Return;

touched:
	// Return if another firing process is in the works
	if(firing)
		Return;

	// Determine distance from toucher to fire_ghost
	dist_temp = VectorDist(GetThingPos(GetSourceRef()), GetThingPos(fire_ghost));
	// Only process positive distances
	if(dist_temp < 0)
		dist_temp = dist_temp * -1;
	// Check if toucher is within range of fire_ghost
	if(dist_temp - max_dist < 0)
	{
		// Activate the catapult
		firing = 1;

		// Shoot the toucher
		ApplyForce(GetSourceRef(), force);

		// Display the fire animation
		PlayKey(catapult, animation, 0, 0x2);

		// Play the fire sound
		PlaySoundThing(fire_sound, catapult, 1, 0, fire_sound_dist * 10.5, 0x80);

		// Wait until animation has stopped
		Sleep(GetKeyLen(animation));

		// Deactivate catapult
		firing = 0;
	}

	Return;

end

I'm not too great with level cogs (someone correct it), and I can't test it until I come home...
The main idea is that you have a catapult thing with two meshes, an arm and a base. You also have a key file that displays a whole firing/reload cycle. When a player touches the platform thing (make it walkstruct), his position will be checked against a ghost thing, to make sure he is standing on the end of the arm. If he is, a force will be applied to him and the catapult animation and fire sound will be played...if my cog works.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-07-12, 1:59 AM #10
I'd add more guns and maybe secret passages because it's all kinda one way inside the pyramid, and dark. Also, it sucks to respawn on the top of the pyramid without any way down except spending a minute or so jumping down the steps. If you're gonna trap the items outside like that, make force pull default or something. Making the dunes crazy and stuff and able to take cover behind would be kinda good. Just my 2 cents.

and where is this adjoin killer
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-12, 6:30 AM #11
http://jkhub.massassi.net/download/index.php?dlid=53

2005-07-12, 7:37 AM #12
Quote:
Originally posted by zagibu
Here's a quick cog I whipped up:

I'm not too great with level cogs (someone correct it), and I can't test it until I come home...
The main idea is that you have a catapult thing with two meshes, an arm and a base. You also have a key file that displays a whole firing/reload cycle. When a player touches the platform thing (make it walkstruct), his position will be checked against a ghost thing, to make sure he is standing on the end of the arm. If he is, a force will be applied to him and the catapult animation and fire sound will be played...if my cog works.


Thanks a lot for the cog zagibu.

I guess I am going to have to learn how to do noding and make
key frames now. I probably won't have time to day to make a
3do but tommorow I should have time. This is a really unique
idea in my oppinion and it should be really fun. Thanks guys!
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-07-12, 8:20 AM #13
Hey about making the key animations...

Is there any good programs that could help me or any other tips?
I am totally in the dark about this stuff. Anything helps since my
knowledge in this area is limited to about nothing as of now.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-07-12, 9:27 AM #14
Use puppet jedi. I'm not sure about tutorials, though. Maybe someone might explain you the basics in the chat, cause it's not too easy to get into keyframe animation.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-07-12, 12:51 PM #15
he will be fine, way more complicated stuff was keyframed before
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-12, 7:41 PM #16
I have a working 3do that I got noded and I think I made a key
file that will work (just by luck, I really have no clue what I'm
doing). Does it need a pup file? Where does the pup come into
play? I don't know what I need in my pup file to make it include
just the one key. I'll try to get it on my own but if you guys could
tell me a bit about how these things work it should come along
faster.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-07-12, 7:51 PM #17
just use cr.pup

Things that use keyframes just need to have a pup for some reason.
visit my project

"I wonder to myself. Why? Simply why? Why why? Why do I ask why? Why do I need to find out why? Why do I have to ask why as a question? Why is why always used to find out why? Why is the answer to why always why? Why is there no final answer to why? Simply why not? Holy cow, this is pretty deep, meaningful **** I wrote. Glad I wrote it down. Oh man."
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [slog], Echoman
2005-07-12, 9:08 PM #18
This attachment contains the 3do, cog, and key needed to run the
catapult. I can't get the cog to work so I don't know if it's just me
doing something wrong with my values in the cog or if the cog has
a problem. If anyone wants to expiriment with this stuff and see
if they can figure it out then I will be much appreciative.

Thanks for the cog zagibu. It may have problems (I already fixed
one, the symbol key needed to be keyframe) so here is the key
and 3do so you can test it out and make sure I'm not just having
halucinations about the cogs disfunctionality.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-07-12, 9:13 PM #19
I don't know why it didn't attach above and it wouldn't let me edit
an attachment onto that last post it so here's this one.
Attachment: 6037/catapult.zip (25,416 bytes)
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-07-13, 2:30 AM #20
I have attached a sample level that uses your resources. I changed the cog slightly (it's using entered message instead of touched). Everything works, except the animation isn't playing. I don't know why. Maybe someone with more experience in the animation of level objects may help you...
I made the catapult a walkstruct thing and set the force vector to (0/500/500), which is still pretty weak. Here is the updated cog:
Code:
symbols

keyframe      	animation

sound		fire_sound

vector		force

thing		catapult
thing		fire_ghost

flex		max_dist=0.1
flex		dist_temp		local
flex		fire_sound_dist=2

int		firing			local

message		startup
message		entered

end

code

startup:
	// Initialize control variables
	firing = 0;
	Return;

entered:
	// Check if the sender is our catapult
	if(GetSenderRef() != catapult)
		Return;
	// Return if another firing process is in the works
	if(firing)
		Return;

	// Determine distance from toucher to fire_ghost
	dist_temp = VectorDist(GetThingPos(GetSourceRef()), GetThingPos(fire_ghost));
	// Only process positive distances
	if(dist_temp < 0)
		dist_temp = dist_temp * -1;
	// Check if toucher is within range of fire_ghost
	if(dist_temp - max_dist < 0)
	{
		// Activate the catapult
		firing = 1;

		// Detach the player from the catapult
		DetachThing(GetSourceRef());

		// Shoot the toucher
		ApplyForce(GetSourceRef(), force);

		// Display the fire animation
		PlayKey(catapult, animation, 0, 0x2);

		// Play the fire sound
		PlaySoundThing(fire_sound, catapult, 1, 0, fire_sound_dist * 10.5, 0x80);

		// Wait until animation has stopped
		Sleep(GetKeyLen(animation));

		// Deactivate catapult
		firing = 0;
	}

	Return;

end
Attachment: 6058/catapult.zip (34,880 bytes)
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-07-13, 7:46 AM #21
Thanks a lot zagibu. The animation might not be playing because
you need a pup on the template but you can just use cr.pup which
doesn't specify any keys so it works. Before all I could get to work was the animation so it should be fine.
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?
2005-07-15, 8:13 AM #22
Here is a link to download the new beta of my Pyramid level which includes the catapult
Zagibu helped me make.

[http://jkhub.massassi.net/project/screens/project-67-steCA54rH3.jpg]
If curiosity killed the cat then perhaps Curious George killed the cat.
But Cat's do have nine lives so who knows?

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