plaform support

making a fan game.

stuck from knowing, jump animation when off the ground.
enemy’s AI.
health points.
attack animation combo, even mid-air.

http://www.2shared.com/file/VmG9YSWl/fan-game.html

this is my wip game

can you help me?

You forgot to pack your textures.
This crashes blender when I try to play it.


unable to initialize image(0) in MAMaterial.texture, image will not be available
unable to initialize image(0) in MAMaterial.texture, image will not be available
unable to initialize image(0) in MAMaterial.texture.face, image will not be available
unable to initialize image(0) in MAMaterial.texture, image will not be available
unable to initialize image(0) in MAMaterial.texture, image will not be available

http://www.2shared.com/file/9fkKpxkZ/fan-game.html

sorry here it is

I don’t know why, but it still crashes when I try to play.


Blender Game Engine Started
Writing: /tmp/fan-game (1).crash.txt
./blend: line 4:  7144 Segmentation fault      (core dumped) ./blender

What exactly did you need help with? I don’t see anything that’s a specific question/issue in your OP.

~http://www.2shared.com/photo/z-YKDHQw/jump.htm here it is

That is a BMP file. That doesn’t give me any info.

I can open the file in blender, I just can’t play it when I hit play.

I ask again, what exactly is the issue you need help with? “Can you help me?” doesn’t explain much.

did you use wasd keys?

okay I’m trying to find out how to make the jump animation work. but I am stuck. times I tried never work…

what about this? http://www.2shared.com/file/gf59-YWU/fan-game.html
http://www.2shared.com/file/vhwHoQ5I/fan-game.html

I still can’t play the game (Blender still crashes with a Seg Fault).

I am trying not to sound mean when I say this, but your blend file is full of crap. You have layers, objects, materials, scenes, that have nothing to do with jumping animations. All they are doing is taking up space in the file, and probably causing more issues.

Isolate your problem. Make a new blend file. Only construct what you are trying to achieve (this is called Prototyping). Don’t worry about having a fully-fleshed out and animated character model, you don’t need that to test animation. Again, this is extra crap which is just going to get in your way. Make your character a cube, and make his jumping animation make him spin or something. That is enough info to tell you that X action is successfully triggering Y animation. You can then start replacing that simple test animation with something more aesthetic.

I could make a big list of stuff that’s wrong in your blend file, but I’ll make it short and suggest you trash this, and start over. You are trying to make something from the outside in (you have a bunch of content, with no solid functionality for any of it), you want to be working from the inside out (solidify your core gameplay and craft content around that).

simple_jumpin.blend (487 KB)

Here is my approach to prototyping your issue.

Your system is much more complex than it needs to be. You have all the logic bricks of your hitbox copied over to its child armature. You don’t need most of that. You can noodle bricks between objects! Have the sensor from your hitbox trigger an actuator on your armature.

Secondly, general collision is not a great thing to use as a condition for being able to jump. It works if you’re only colliding with the ground, but what if you’re head is colliding with the ceiling? Or you’re in mid-air and touching a wall? You are going to end up with false positives in that regard. What happens if you’re colliding with something that’s not considered a solid surface?

So what you want, is something that will only check if your feet are colliding with the ground. To fake this, I have a ray being cast downward from the hitbox. The length of this ray is the distance from the origin of the character to the bottom of his feet, with a tiny extra to take into account that there is usually a small amount of ‘buffer’ space between colliding objects (if we made the ray length the exact distance from origin to feet, there would be a lot of ‘very very near positives’ and little ‘actual positives’).

The ray also only triggers when it hits an object with a specific property (‘floor’ in this case). That way, the ray isn’t going to confuse the objects you’ve designated as ‘the ground’ with objects that aren’t (such as the bottom of the hitcube’s feet!). All you need to do is give every object which is a floor a property of ‘floor’.

Along with the ray, I made an anti-ray. This is a duplicate of the ray above, except its sensor is set to Invert, so it triggers when the ray is False. This is your positive trigger for playing the jump animation. IF we are NOT on the FLOOR, we are JUMPING.

The ray and keyboard sensors combine with the AND to give the positive condition to perform the jumping movement (the actual upward movement of the object). Since Fred is a child of hitbox, Fred doesn’t need to have any part in this part of the logic; he is just along for the ride.

This is a very very simple system, and will quickly not work once more complexity is built around it, but it establishes the principles around how this particular element would work.

http://www.2shared.com/file/9sPUZ-mS/game.html this help?

I don’t know why, but every file you’ve provided crashes when I hit P (or play on the external player).

Segmentation Fault every time. No other errors.

I really have no idea why it’s doing that.

Your blend file looks good though! How does it work for you?

EDIT: Aha! Why didn’t I see it before? The ‘character’ physics type is what’s causing blender to crash.

Don’t use character type physics, they are broken. Use Dynamic instead.

here you go… http://www.2shared.com/file/FAk31gVS/game.html