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cray's Avatar
cray cray is offline
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Hi,

here is a 3rd person adventure template that I started developing one month ago.
It is intended for beginners like me to use for educational purpose, but I also would be glad to see great games made from it

I must add that I only discovered Blender in november and the Game Engine (+Python) in january so you may find that some things should have been made another way.
It's a basic template, please add your own improvements.

I got much help on my thread, especially PhilB who really worked a lot on it.
Thanks to the people who contributed by submitting a script or answering some of my questions.

Please see .blend for credits.

ps : Don't touch the red platforms.

DOWNLOAD version 01 20fev2009
DOWNLOAD version 00 13fev2009

:::::::::::::::::::::::::::::::::::::::::::::::::: ::::
: T e m p l a t e d e s c r i p t i o n :
:::::::::::::::::::::::::::::::::::::::::::::::::: ::::

Features

  • Servo motion moves
  • Mouseview : camera rotating around the character
  • Character only rotates (using mouse) when moving.
  • The camera rotates independently when movement keys are not being pressed.
  • No collision camera setup
  • Friendly names are used for sensors/controlers/actuators better understanding
  • Basic Teleporters
  • Basic Jumpers
  • Right click zoom in first-person view (+moves = Mirror's Edge like )
  • Death state (red cube = Game over message)
    Red platforms will kill you -> Death State -> Game over message -> Scene restarts
  • AutoJump (can easily be disabled. Instructions in the _ReadMe)
  • The player becomes transparent if the camera is too close (Alpha Ipo)
  • States


+ Win state added
  • Coins collection, killing moving platforms

yellow coin = 10... rubis
blue coin = 50 rubis
green coin = 100 rubis
  • A script is provided for coin collection
The example provided shows money count, but this script can also be used for health up, damage, power up, level up.. (just adapt, change properties, etc...).
You can also open a locked door when all the items in a room (you need to add a counter or a script) were taken, or all the enemies were killed, etc...
  • If you can get more than 850 rubis (money_count) you will get a big prize.
This value can be changed by modifying the Min value of the Property sensor "big_prize_condition" connected to the Main_character.
That trigger can be used for a level up, power up, third eye, whatever you want.



Notes
  • AutoJump : you can adapt the auto jump function to your level design by changing the value of the 'high' sensor. (Deciding whether the auto jump is activated or not (stairs = no jump, cliff = jump)
  • If you need to append the character, go to "Group > Full_Character" and then you should be able to append all the objects needed by the character, and use it in your own file
  • If you want to add the money count to your game :
    - Create an object (coin, heart, apples)
    - Give him a "money" property and a value. This value has to be a number(...). "A lot" is not a number.
    - Add a "money_count" property to the mesh that holds your logic ("Main_character" in the template).
    - Connect a Python Controller (Script : Money_count) to a Collision sensor , checking for the property "money" using Pulse Mode
Known issues
  • Moving platforms : I got much help on my thread to solve this issue but I couldn't find a good method to make the character follow the platform, walk and jump on it (problem with speed) like a basic platformer (cf Mario).
Any contribution would be appreciated!

Requested features
Things that could be added, any contribution would be really greatly appreciated :


  • Ledge Hanging like in Yo! Frankie
  • Swimming state
Screenshot


Credits

Credits are given in the _ReadMe (Text).
If you use this template please give credit to the developers (Names are given in the resource section, including PhilB and Cray - myself).

I hope you will find it useful!
............................................
Portfolio : www.aandria.com
My contribution : Third person Template

Last edited by cray; 05-Apr-09 at 23:22.
#1   Old 13-Feb-09, 15:53   
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Zarnik Zarnik is offline
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This is good, but what is missing is camera collision. You need that for a complete template...
#2   Old 13-Feb-09, 16:37   
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I like swimming!
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Feel free to use my texture repository: http://www.cdupload.com/browse/Minifig/3913_FKSa1
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#3   Old 13-Feb-09, 17:28   
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The Dawisch The Dawisch is offline
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This looks pretty good... I havn't downloaded it yet though! Nice pics Cray!

Minifig: Whats up with the signiture?
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#4   Old 13-Feb-09, 18:49   
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this is sweet. I'll probably use this in a future project of mine. and i think camera collision and an edge hanging state would make it perfect. I think there's some info on edge hang here:
http://wiki.blender.org/index.php/Or...ricot/BGELogic
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#5   Old 13-Feb-09, 19:33   
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Quote:
Originally Posted by The Dawisch View Post
Minifig: Whats up with the signiture?
What do you mean?

It means that if we're crazy then we're crazy for God, but if we aren't then it's for other people.
............................................
This is my sig.
Feel free to use my texture repository: http://www.cdupload.com/browse/Minifig/3913_FKSa1
Please don't call me mini.
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Last edited by Minifig; 14-Feb-09 at 00:05.
#6   Old 13-Feb-09, 19:53   
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It looks good.

@Zarnik: It does have 'camera collision', if you mean that the camera is unable to go through walls.
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#7   Old 14-Feb-09, 00:42   
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Yeah, I tried to make it move with the platform, but it crashed... I was able to make it stick to it, but when I did it wasn't able to move, and it had blender's bug that you can't setObject("")
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Where to start in Python
#8   Old 14-Feb-09, 03:34   
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You know, this game (More fully expanded, of course) I would have purchased commercially (Maybe AU$5) thrown in with a few minor gameplay twists along the course.

Although that may be just because I love cute bouncing things that have facial features... Hmm
#9   Old 14-Feb-09, 03:55   
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cray cray is offline
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Hi,

thanks for your comments on the template and my illustrations

Zarnik
I'm not sure that I understand.
Camera collides with objects that have a "wall" property.
The script is called 'CameraCollision' and explanations are given there.
As I said I'm a beginner so if you have a better setup or if you could provide me good resource, I would be happy to improve it.

Minifig
Glad to know that you like.. swimming!

RagingChaos66
The link you provided is broken, but I think that i know wich page you are talking about.
Could you explain "i think camera collision...would make it perfect"?
And if you make a game from it, I'd be happy to see your progress in the WIP section

Almost
Thank you again for your help, and I'm sorry I couldn't use it.
I'm not experienced enough to understand Yo Frankie's files.

B3D00

You can take a look at the examples provided by members.
The easy way (in my opinion) would be the ability to set the friction dynamically (movement=friction0, not moving=friction max) through Python.

We really need the ability to walk and move on moving platforms to make games.

BluesoCarrot

So, please wait for my game and I'd be happy to sell it to you
Seriously, this template is released so that artists can concentrate on making art : I'm new to this community but would be happy if I could contribute to this great tool that Blender is by making it (a little little little little) more popular.

Does anyone know when will the next (next) game engine competition take part?
I'd like to participate.
............................................
Portfolio : www.aandria.com
My contribution : Third person Template

Last edited by cray; 14-Feb-09 at 09:31.
#10   Old 14-Feb-09, 09:29   
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Zarnik Zarnik is offline
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So the camera doesn't go through walls? Then I was mistaken, sorry.
#11   Old 14-Feb-09, 13:13   
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yeah I didn't notice the camera collision either when i gave it a try, my bad!
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#12   Old 14-Feb-09, 20:03   
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Good work Cray! The jumpers and death state are really cool.
#13   Old 14-Feb-09, 20:39   
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Zarnik Zarnik is offline
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I got a request. Could you make a template that just got the camera collision and the teleport script? Because I'm not good with scripts and logic. But I would like something simplier instead of all the logic that gives me headaches. You don't have to take it, but here I go:

*A cube that moves with servo motion.
*No animation.
*No level
*Camera behind the player in a third person perspective. (see below)
http://www.youtube.com/watch?v=aOT95HPv51E
The camera should have slow parent around "50"...
*And then some instructions on how to easy replace the cube with one of your own models.

This would be the perfect template for me and I bet alot of others too...my problem is the camera collision. I don't understand how to make it work...
#14   Old 14-Feb-09, 21:06   
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Awesome! all I have to say. I will see if I can use it in one of my level designs.
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#15   Old 14-Feb-09, 22:42   
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Raiderium Raiderium is offline
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I'm genuinely surprised at how comprehensive the scripts are for what gets done.

This is high quality stuff. Autojump is a good feature.
............................................
There has never been a greater love!
#16   Old 15-Feb-09, 02:06   
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cray cray is offline
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PhilB
Thanks

Zarnik
Did you try to append the character (Groups>Full_character) in your own scene?
Instructions for replacing the character are given in the readme.
Hope it helps.

Enriqolonius
Looking forward to seeing it.

Raiderium
Thank you, and your template is really impressive too.
How hard would it be to use your setup (only talking about Gravity/align with gravity to walk on a wall with "stick" property) in this template?
I've tried to understand your scripts but so many things are connected that I couldn't understand and adapt it to my own template.
Would you provide a simplified version of this setup, for educational purpose?
............................................
Portfolio : www.aandria.com
My contribution : Third person Template

Last edited by cray; 15-Feb-09 at 14:02.
#17   Old 15-Feb-09, 13:52   
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Hello Cray,

I want to thank you for making and contributing this to the Blender community! Good player control templates for the BGE are crucial yet, until now, users were required to hack together a control system that were ultimately lacking in features and flexibility.

This template combines many awesome features into one tidy package (fixed mouse look on Mac!!!) I hope this template sees further revision and features.

On a different topic, Cray, using your great illustrations as evidence, I'm betting you still have more to contribute (or show) to the BGE community. Your awesome control system was merely an introduction. Hope you plan on hanging out with Blender for a while.
#18   Old 15-Feb-09, 15:21   
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Zarnik Zarnik is offline
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Ok now I have played around with the character. And removed the mouse and terrain stuff. I didn't need it, but now I got two problems. The camera doesn't detect collisions and I can't change the camera angle. Instead of behind the character I would like the camera to be slighty above the character but still behind like in most third person games. Also how would you make the camera have a slow parent with this camera setup? I would be grateful if you could take a look at it Cray.

Problems:
*Doesn't detect collisions.
*Can't change the camera angle.

How to:
*Have a slow parent?

Ok here is the blend file, thanks again Cray...this template really helped me out!

EDIT: Also where did you write down how to replace the glue with your own character without messing up the camera and everything? What object should the character be parented to?
Attached Files
File Type: blend 3d person template.blend (246.2 KB, 27 views)

Last edited by Zarnik; 15-Feb-09 at 20:24.
#19   Old 15-Feb-09, 20:18   
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Raiderium Raiderium is offline
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""How hard would it be to use your setup (only talking about Gravity/align with gravity to walk on a wall with "stick" property) in this template?""

In order to do this, the spring system from my template would need to be heavily modified. This is because your setup relies on contact with the ground to exhibit friction, while mine simulates it. (Due to using a frictionless spring.) Your system uses linear velocities, while mine doesn't. Your system also applies force relative to a character who faces the direction of motion, while mine doesn't (It always faces the direction of the view).

It'd be a pretty hard and messy hack job to mix them.
All I can suggest is that the spring dynamics (and mouse look/ key control) completely replaces yours. Which might not be wanted, as the rigidity of yours (linV, ground collision) is part of it's style, and is also more appropriate to third person adventure controls.

However.

Given some time, it MIGHT be possible to take everything except friction, magnetics, and the spring, out of the setup. And also adjust some internal operations so the character doesn't 'lean over' while walking (friction is applied at the spring contact point in my template).

""I've tried to understand your scripts but so many things are connected that I couldn't understand and adapt it to my own template.""

I understand. It's hard to cut pieces out of fps_core. Wherever I see a chance to separate concepts, I do my best to make them distinct. But it requires a lot of interconnection to work in the first place. The interface dictionary stores SO many variables, it isn't funny (and "it isn't funny" isn't funny either).

""Would you provide a simplified version of this setup, for educational purposes?""

*choke on sandwich*
............................................
There has never been a greater love!

Last edited by Raiderium; 16-Feb-09 at 04:14.
#20   Old 16-Feb-09, 04:08   
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