ok. I would like to make a labrynth type of game, for those of you who don’t know what labrynth is, it’s a game where you turn some nobs to tilt a platform with holes and walls on it around the x and y axis. Anyway, I have taken a tutorial on how to create a maze, and started making the labrynth game but it just doesn’t work. The ball doesn’t seem to go onto the platform, and the platform just more like smacks the ball around instead of letting it roll on it. If you could give me some advice it would be greatly appreciated.
thanks.
Are you using physics for this
I might be :). I’m new to blender, and as I said I learned it from a tutorial so I’m not exactly sure. I think so. What are physics?
Yeah, but the links are broken because I switched webhosts since then. Let me fix it really quick before anyone notices…
thanks blendenzo! Mind if I take some of your ideas:D.
hey blendenzo, could you also tell me how you put the thing there at the begging, and also the menu? thanks.
Sounds like a cool project, it’ll be hard to excecute thought =/
yeah it will! But thanks to the maze tutorial you sent me I think I can do it (even though I’m knew).
If you need any help on the project I’m right here to help ya
thank you.
Don’t know how much I could help thought can’t really devote alot of time to other projects, busy on my upcoming game City Persuit.
yeah, I saw the city pursuit game. It looked like you were going to have to do a bunch of work on it. It looks like a cool game though.
yes I am. I’m using bullet physics.
Feel free to use any of my ideas that you find helpful. Be aware, though, that I made that game when I didn’t know much about the BGE (it was one of my first games, the first one I released on the forum), so I did almost everything wrong.
For the menu, I made that from scratch, but now there are tutorials for making menus. I have one of marvo’s tuts on my site:
www.blendenzo.com/tutMenu.html
My menu was a little different (I didn’t use animations on mouse over, and I used bitmap text with invisible planes over it instead of button images), but it’s basically the same thing.
The intro is pretty easy if you look around at everything. There’s a plane in front of everything, and it has an alpha animation (in the “Object” animations, you need to add your own keys by selecting RGBa [Ctrl+LeftClick]ing over the IPO window).
thanks! This information will be useful!
oh btw, it’s pretty good for a first.:).
how do you do an alpha animation?
And also, how do I change it into a .exe file?
I looked in the FAQ section but they didn’t have it.
Ok to change into an EXE or a normal program file, you just pack the data then hit file >> Save runtime
Hope this helps
Ok, so now when I try to open it it just says that I need python24:( . Which I should have.
For the Python24.dll problem, all runtimes (.exe for windows) need certain files in order to run. You can find these files in your main Blender installation folder. If you are using 2.42a, you will need python24.dll, SDL.dll, and pthreadVC2.dll. Put a copy of these three files in the same directory as your game and it should run. If you are interested, I wrote an article on publishing games with Blender. You can find it here: http://www.blendenzo.com/faqMakeExe.html
For the alpha mapped plane, follow these instructions exactly. Make a plane, then press [F] to go into face mode and go to the Edit context of the buttons window [F9]. In the face options, select “Alpha”. Then you need to make an alpha IPO.
Bring up the IPO window, and select “ColA” on the side. [Ctrl+LeftClick] somewhere in the window (probably at frame 1 value of 1) to add a point. Now Ctrl+Click around frame 25 value 0 to add a second point. You should have a curve. You can press [N] to bring up the transform properties and set the min and max values manually. If you press [Tab] you can edit the IPO curve following the same rules you use for a Bezier Curve.
Next you need to set up your logic bricks to run the IPO using the IPO actuator. Set it to “Play” first just to be sure it works, then switch it to another setting later if you want. “Flipper” might not work (it didn’t for me). At this point if you run the game, it probably won’t fade. There is one more step you need to do depending on whether you are using the Blender Materials setting or not.
If you are using Blender Materials, assign a material to the plane in the Shading context of the buttons window [F5], Materials sub-context. If you are not using Blender Materials, go to the Edit context of the buttons window [F9], press [F] over the 3D viewport to enter Face Mode, then click “Tex” in the face buttons. It should run the alpha animation now if you press [P]. (If you want your game to be supported on computers that support the Blender Materials option and those that don’t, it would probably be a good idea to assign a material and click “Tex”, however only one or the other is necessary for each display option.)
If you can’t get that to work, the easiest way for you to do it would be to append the one from my game into your file. Just find out what the plane’s object name is in my file, then go to your file and choose “File>>Append” or press [Shift+F1], then select my game from the file menu, and in the list select “Objects”, then right-click the plane’s object name (which should cause it to be highlighted) and click “Append”
Hope that helps you.
Ah, on mac all you need is to have BlenderPlayer installed (which I usually script my own program for running so i don’t need to have that)