It is currently Fri Apr 28, 2017 2:49 pm

All times are UTC - 5 hours




 Page 1 of 1 [ 4 posts ] 
Author Message
 Post subject: Ghost VMK 16 - HUD Font
PostPosted: Thu May 14, 2009 7:00 am 
Site Admin

Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
A new font is added to the Ghost Toast game and it is used to display numerical items on the HUD. The Health, Energy and Arrow count indicators are now visible when you play the game.


Offline
 Profile  
 
 Post subject: Re: Ghost VMK 16 - HUD Font
PostPosted: Thu Feb 23, 2012 5:27 am 

Joined: Sat Aug 16, 2008 7:58 am
Posts: 447
I noticed you had a command inside the consoleParse() that wasn't shown inside of any other vmk. It was the command reset for the player's position. I went ahead and implemented it just as I seen in the video.
I don't know if this is a bug or not, but it might be worth checking out. Try using the coordinates 0,0,0 then close your console, "Do NOT move forward; ... this works fine" but as soon as your console is closed move backwords using the 's' key and check to see if you get a debug insertion failure, you may also want to make sure your collision detection is on. I only seem to be getting a debug insertion using the console reset 0,0,0 then closing the console and walking backwards. I don't know if there are any other spots or not. If you walk forward then this doesn't happen because the collision detection with the walls/corners keeps you inside of the maze.

If you want to see a your level from a different perspective... comment out the function call to check our collisions it will make moving around easier, but use the move command to any arbitrary x and z value, but for the y value set it between 10-15 you will now walk above the lvl and you can see where the map generator is deciding to place either a box or a flatgrid for the roof section. any place that you see the floors is the flat grid if you have back-face culling on, otherwise a box is drawn. This is a nice way to visualize how you want to draw your tga.map file.


Offline
 Profile  
 
 Post subject: Re: Ghost VMK 16 - HUD Font
PostPosted: Sat Feb 25, 2012 5:32 am 
Site Admin

Joined: Sun Feb 11, 2007 8:59 am
Posts: 1094
Location: Ontario Canada
If you reset your position to 0,0,0 and move backwards you will be moving your player outside the limits of the game area. Unless there is a check in the code to prevent this, then it should be expected that the game will crash since you'd be trying to access resources that are outside of the game area using negative indices to some of the containers used to store your data.


Offline
 Profile  
 
 Post subject: Re: Ghost VMK 16 - HUD Font
PostPosted: Sat Feb 25, 2012 6:14 am 

Joined: Sat Aug 16, 2008 7:58 am
Posts: 447
That does make sense, thank you for the explanation. I wasn't sure if it was a bug or not, but would be a good security check to prevent it from happening, but since the user wouldn't have the option of the console they wouldn't be able to access it, so the overhead of catching this error isn't really needed. However, if you do provide the access of a command console with your game, then the prevention would be necessary. If the later option is the case; where would be the best place to prevent this?


Offline
 Profile  
 
Display posts from previous:  Sort by  
 Page 1 of 1 [ 4 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Jump to:  

cron