Mittwoch, 12. November 2008

updates

okay folks I am still working on my map and I can post some progress pictures don't await much but I concentraded on balancing the jumps at 125fps (will be a 125fps forced map via cvar xD). Some new stuff I gonna add:
  • models: gomba, toppa and bombs
  • those models gonna walk or fly free in the map and gonna kill you if you touch them
  • really balanced jumps and some really really really tricky ones


Freitag, 15. August 2008

125fps shall be for everyone

here a short piece of code that forces everybody's fps to "125"

forcefps()
{
if(!isDefined(level.fpscvar))
level.fpscvar = 125;

while(1)
{
players = getentarray("player", "classname");
for(i=0;i {
players[i] setClientCvar("com_maxfps", level.fpscvar);
}
wait .5;
}
}



also possible as a custom cvar u just need a check

cvarcheck()
{
for(;;)
{
if(getCvar("lev_forcefps") == "")
setCvar("lev_forcefps", 125);

level.forcefps = getCvarInt("lev_forcefps");

oldfps = getCvarInt("lev_forcefps");

while(getCvarInt("lev_forcefps") == oldfps)
wait 1;
}
}



work in progress

So finished the first part of the map (level 1-1)
Includes:
  • real mario level 1:1 redone
  • moving enemies (mushrooms and that stuff)
  • one star
  • added the fail/gameover sound when u fall
Beta:
  • those "questionsmarkboxes" (still figuring out the best way to script 'em)
  • distances and heights of the jumps - needs some work
Missing:
  • underground area and green pipes sound when u get to there

gonna post a gameplay video next time

new Jumpmap

gonna be Super Mario Bros style

Took some time to repaint all textures in a proper resolution, so that I cound use 'em.

here some tests: