home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
No Fragments Archive 12: Textmags & Docs
/
nf_archive_12.iso
/
MAGS
/
TEXTMAGS
/
3RD_DIM
/
3RDDM18.MSA
/
TUTORIAL
/
KIT1GAME.TXT
< prev
next >
Wrap
Text File
|
2004-06-27
|
5KB
|
129 lines
THE THIRD DIMENSION
BEGINNERS KIT GAME IN EASY STEP BY STEP STAGES
This is the beginners/tutorial section.In previous months we
have been creating a new step by step game in easy stages.All
back issues are available.TEL O1484 46O888.
The data file to accompany this text has been created in 3D
kit1 but will run in kit2 and is called KIT1GAME.KIT,the border
is called KITIGAME.IFF (Amiga/PC or Atari).The game will also
run on the Atari in kit 1 as it is or in kit2 by using the Show
Info command in the desktop menu before loading the 3D kit program
and then changing the name to KIT1.3WD,on the Amiga by changing
the filename to KIT1.3WD using Rename from the desktop menu then
using it in kit2,on the PC in kit 1 or in KIT2.The PC version may
suffer from colour corruption but i am sure that you can alter
the colours to suit. :-)
To see this months example simply load up the KIT1GAME.KIT data
file then the KIT1GAME.IFF border and you should be able
to see how it looks and works after the following tutorial has
been carried out.
Please bear in mind that because there now is a delay command
at the start of the game,you will have to give the datafile
chance to load before adding the border or when you Reset the game.
The game is being created in kit 1 so you may have to do things
slightly different in kit 2 if you are using that.
-------------------------------------
Last month we livened things up a little by creating a large
monster into a new area 7 and bringing it to life by animating
it and also creating some doors that slide open to reveal this
monster.This month we will create a sword to kill the monster and
also a bit of code that will end the game if you get eaten by the
monster because you have not found the sword.
Please take a look at this months datafile and border supplied
on this months disk ( remember that there is a delay after
loading before you see anything! ) to see the example then
load up your last saved datafile and border and we will
make a start.
The first thing to do is to create a sword made from a
triangle (object 4O in the example) and a rectanle (object 48)
and to hide this sword behind the support in area 4 (trucks).Take
a walk around this area and you should find it if you head
towards the entrance that leads into the monster and then look
behind you.We then need to give the sword a bit of code as
follows-
Select object conditions,select object 48 and give it this code-
EXECUTE(40)
This will tell the computer to carry out the code for object
40 if you touch object 48.It is just a way of saving you the
time of having to write the same code out twice for something
to happen.Now we will write the code for object 4O (the second
part of the sword).Give it this object condition-
IF ACTIVATED?
INVIS (40)
INVIS (48)
PRINT ("YOU HAVE A SWORD",1)
SOUND (3)
ENDIF
This means that if you take the sword,it will become
invisible,you will see some text appear in Instrument 1 and you
will hear sound 3.
Now we move from area 4 and go to area 7 where the monster/dragon
is.The first thing to do here is to open the doors to see the
dragon and then to create a cube on the floor in front of the
dragon (OBJECT 33).Look at the example! You then give this cube,
which we will be using as our floor trigger,this object condition.-
IF COLLIDED?
AND INVIS? (40,4)
THEN PRINT ("YOU KILL THE DRAGON",1)
INVIS(32)
SOUND(5)
ELSE
PRINT("YOU WERE EATEN BY THE DRAGON",1)
SOUND(5)
DELAY(200)
ENDGAME
ENDIF
This floor object trigger is used to check if you have the sword
to kill the dragon in the lines- if collided? and invis (40,4).If
you don't have the sword the ELSE command carries out the
instructions after ELSE that say to print that you have been eaten
etc.
So you can see that by checking on whether an object is
visible or not,you can carry out one set of commands or ELSE
another set of commands.In this case it checks if the sword
object 40 in area 4 is visible or not.
You should now test this code out and if you are happy that
you have got it typed in correctly,colour the floor cube the
invisible colour.I have left mine so that you can see it in the
example.
It is a while since you have had any homework so here is
some for you-
HOMEWORK
I want you to make the dragons head appear on the floor after it
has been cut off.Hint-an invisible head in the area already on
the floor that becomes visible via a trigger.
Also have a go at adding some more text if you get killed instead
of the one line that says you have killed the dragon.E.g-
You see a fierce dragon,you have no weapon,the dragon attacks
you,you die a grisley death.Hint- a delay command between each
text line to enable the player to see the code will help.
Also try to add some code that makes the floor trigger invisible
so that if the player kills the dragon and takes the gold,they
don't see the text appear again.More next month!
If you get stuck then give me a call on 01484 460888 at
anytime,I am always happy to help out or alternatively
write in to the Third Dimension address.
.....Tony