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So i'm learning B3D

Posted: Mon Apr 07, 2014 5:42 am
by Jill
It's going pretty well, If it goes well i might start developing payd8 bit again, but on b3d.

here's a thing i made, the gabe bush game.

Arrow keys move your gaben.

https://www.dropbox.com/s/u5w8f90b25frvzi/GabeBush.zip

Re: So i'm learning B3D

Posted: Mon Apr 07, 2014 5:44 am
by Cridone
Go on Combine! *whistles* wooho!!!!

And that'd be great. :)

Re: So i'm learning B3D

Posted: Mon Apr 07, 2014 9:58 am
by Akatos
Cool, maybe you can help developing CB in the future.

Re: So i'm learning B3D

Posted: Mon Apr 07, 2014 2:13 pm
by juanjp600
It's looking good so far, but I think you shouldn't be using a stretched cube to make "water", as it has too many faces and can have a negative impact on performance. You can also do this to make the skydome look better:

Code: Select all

EntityParent skydome,player
EntityOrder skydome,9999
This will make the skydome move with the player, and make it render behind everything else.

Re: So i'm learning B3D

Posted: Mon Apr 07, 2014 2:23 pm
by Jill
juanjpro wrote:It's looking good so far, but I think you shouldn't be using a stretched cube to make "water", as it has too many faces and can have a negative impact on performance. You can also do this to make the skydome look better:

Code: Select all

EntityParent skydome,player
EntityOrder skydome,9999
This will make the skydome move with the player, and make it render behind everything else.
I'm just going through with what the guide is saying. The water is currently a cube because I didn't know planes were a thing.

Parenting the sky to player is not desirable, as it means it will rotate with the player.

Re: So i'm learning B3D

Posted: Mon Apr 07, 2014 2:39 pm
by juanjp600
Combine wrote:Parenting the sky to player is not desirable, as it means it will rotate with the player.
You can use "RotateEntity skydome,0,0,0,True" in the main loop to fix that.

Re: So i'm learning B3D

Posted: Mon Apr 07, 2014 3:46 pm
by Jill
juanjpro wrote:
Combine wrote:Parenting the sky to player is not desirable, as it means it will rotate with the player.
You can use "RotateEntity skydome,0,0,0,True" in the main loop to fix that.
Alright that worked.

But sadly I can't go much further now because the tutorial i'm using just derps when teaching about TYPEs.

It seems to be lacking ALOT of explaination. So I can't understand anything :(

http://jnoodle.com/Blitz3D/lesson5.html

So yeah. RIP my attempts to be helpful and stuff.

Re: So i'm learning B3D

Posted: Mon Apr 07, 2014 6:34 pm
by Cridone
Maybe you can ask Reg how he learned B3d. There's more tutorials out there just some aren't very helpful.

Re: So i'm learning B3D

Posted: Mon Apr 07, 2014 11:09 pm
by MonocleBios
Combine wrote: But sadly I can't go much further now because the tutorial i'm using just derps when teaching about TYPEs.
It seems to be lacking ALOT of explaination. So I can't understand anything :(
http://jnoodle.com/Blitz3D/lesson5.html
So yeah. RIP my attempts to be helpful and stuff.
Is there anything about types or the rest of the tutorial in particular that doesn't make sense to you?

Re: So i'm learning B3D

Posted: Tue Apr 08, 2014 12:01 am
by Jill
MonocleBios wrote:
Combine wrote: But sadly I can't go much further now because the tutorial i'm using just derps when teaching about TYPEs.
It seems to be lacking ALOT of explaination. So I can't understand anything :(
http://jnoodle.com/Blitz3D/lesson5.html
So yeah. RIP my attempts to be helpful and stuff.
Is there anything about types or the rest of the tutorial in particular that doesn't make sense to you?
Alot of things about the TYPEs tutorial confuses me.
For example, it never explains how exactly types are named. In the tutorial, it says

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Type Sprite	
    Field ID, char_tex
End Type
Then it stops referring to that type and just starts using a type that seems to be called "Character" from then on, Which I presume is seperate from "Sprite"

Additionally, the tutorial presents this code:

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For C = 1 To 3         ; 3 Characters 
    Character.Sprite = New Sprite
    Character\ID = CreateSprite()
    Read img$, X, Y, Z
    Character\char_tex = LoadAnimTexture( img$, 7, 32, 48, 0, 4 )
    EntityTexture Character\ID, Character\char_tex, 1
    HandleSprite Character\ID, 0, -1
    ScaleSprite Character\ID, 2, 2
    EntityAutoFade Character\ID, 100, 120
    PositionEntity Character\ID, X, Y, Z
Next

Code: Select all

Read img$, X, Y, Z
First off, How does this know which data to look at?
Secondly, img$ doesn't pop up anywhere else except here:
"Character\char_tex = LoadAnimTexture( img$, 7, 32, 48, 0, 4 )"
Which sets the image to the sprite defined (see below for the data)

The data used by the read command is this:

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.Characters 
Data "char2.bmp", 10, 0, 10
Data "char3.bmp", -10, 0, 10
Data "char4.bmp", 0, 0, 10

But I don't know how the read command knows to look at this data.