Thanks again solar lune , I added the effect you linked on the main bgmc page and it just poshes the edges to the extreem and feels like it could almost run on snes.
I added a few new things like the lamp posta and the tree in the middle, Think im still under the poly count 172 tris so far and will only be a few more for enemies and stuff.
Just need to get the actual game running , wont get the deck building set up :(, will just have a basic deck of dumed down skills to play with , woudl like to get 2 player in but might just be single player against stupid ai.
Also dose anyone know why my python movment script wouldn’t work when the game is saved out to exe?
heres the code:
import bge
import Sprites
cont = bge.logic.getCurrentController()
cubeOBJ = cont.owner
scene = bge.logic.getCurrentScene()
keyboard = bge.logic.keyboard
movementSpeed = 0.05
rotationSpeed = 0.05
stateAnim = 0
sprite = cubeOBJ.children[0]
def main():
if stateAnim == 0:
sprite[‘sprfps’] = 8 # Playback FPS
#up
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.WKEY]:
cubeOBJ.applyMovement([0.0,movementSpeed,0.0],True)
sprite[‘spranim’] = [“PlayerWalkU”, 0, 1, 2, 3, 4, 5]
Sprites.SpriteMesh(sprite)
#down
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SKEY]:
cubeOBJ.applyMovement([0.0,-movementSpeed,0.0],True)
sprite[‘spranim’] = [“PlayerWalkU”, 0, 1, 2, 3, 4, 5]
Sprites.SpriteMesh(sprite)
#left
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.AKEY]:
cubeOBJ.applyMovement([-movementSpeed,0.0,0.0],True)
sprite[‘spranim’] = [“PlayerWalkL”, 0, 1, 2, 3, 4, 5]
Sprites.SpriteMesh(sprite)
#down
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.DKEY]:
cubeOBJ.applyMovement([movementSpeed,0.0,0.0],True)
sprite[‘spranim’] = [“PlayerWalkR”, 0, 1, 2, 3, 4, 5]
Sprites.SpriteMesh(sprite)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.SPACEKEY]:
print(“space press”)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.QKEY]:
#print("Q pressed")
cubeOBJ.applyRotation([0,0,rotationSpeed], True)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.EKEY]:
#print("Q pressed")
cubeOBJ.applyRotation([0,0,-rotationSpeed], True)
if bge.logic.KX_INPUT_ACTIVE == keyboard.events[bge.events.CKEY]:
print("Q pressed")
main()