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BoxOfCereal

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A member registered Aug 25, 2020

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(1 edit)

OK you can approximate the sine and cosine functions but it's very difficult i've tried and it's just kind of messy.

One way you could figure this out is if you use the modulus operation (mod) to ensure that the rotation value stays within a certain range. For example, let's say your rotation value can go above 360 degrees or below -360 degrees. By taking the rotation and modding it by 360, you essentially wrap the value around within the range of 0 to 360 degrees.

Here's a simple Python example:
```python
def get_direction(rotation):
    # Ensure rotation is within 0 to 360 degrees
    rotation %= 360
    
    # Determine direction based on ranges
    if rotation >= 315 or rotation < 45:
        return "North"
    elif rotation >= 45 and rotation < 135:
        return "East"
    elif rotation >= 135 and rotation < 225:
        return "South"
    else:
        return "West"
# Example usage
player_rotation = 420  # Example rotation
direction = get_direction(player_rotation)
print("Player is facing:", direction)
```

Some things may not be accurate'cause I'm not checking this in E F P S E. I think that facing forward is 90 degrees in the engine so you'd have to change this code appropriately.

There are other various game methods but I don't know them and the other ones I do all involve trigonometry functions which are not built in :)

(1 edit)

```

//player move [offsetX] [offsetY] [offsetZ]
//sound [name] [path] - loads sound and sets it's name. Path rules are the same as for images. 

auto 1

sound woosh Sounds/jump.wav //- loads sound and sets it's name. Path rules are the same as for images.

play sound woosh

player move 0 0 512


keeptrigger
map quickreturn keepsounds3
```
I just tried with various Versions of the script and I can't get it to work either it might be something worth mentioning in the discord?

Sorry your script looks right to me and unfortunately I can't test it right now. There are keepsounds1,2,3 And I think for maybe try using different versions?

Thanks for your hard effort!

(2 edits)

jumppad.script
```

//player move [offsetX] [offsetY] [offsetZ]
//sound [name] [path] - loads sound and sets it's name. Path rules are the same as for images.
player move 512 0 512

sound woosh Sounds\09_human_charging_1_loop.wav //- loads sound and sets it's name. Path rules are the same as for images.

keeptrigger
map quickreturn keepsounds3
```

Another approach is to use the map quick return with keep sounds too because that will immediately return back to the player and not lag at all but keep any sounds that are played

You could create a map variable that holds on to the current number of enemies you've spawned and the maximum you want and then check if the current number is greater than the maximum then just do map return instead of doing anything

Would it be possible to get your source files for these via pastebin or github?

Does this have stairs?

are the characters 16x16?