Search found 12 matches

by [BROKEN]
Tue Apr 25, 2006 7:38 pm
Forum: Advanced Help
Topic: 2D Game Change Weapons
Replies: 5
Views: 801

Thats all well and good, but then wont I need the weapon animations to match the player animation perfectly? I don't know if it would work that well, but thanks for the input...

Oh also, has anyone made a better keyboard input class yet? Because just to add a chat feature to my game i have to ...
by [BROKEN]
Tue Apr 25, 2006 9:04 am
Forum: Advanced Help
Topic: 2D Game Change Weapons
Replies: 5
Views: 801

What you mean have the sprite of your character, and a seperate sprite of his weapon, and move it with him? Hey can u email that pic to me please at

rippingandfailing@gmail.com

Thanks :twisted:
by [BROKEN]
Mon Apr 24, 2006 3:19 pm
Forum: Advanced Help
Topic: 2D Game Change Weapons
Replies: 5
Views: 801

2D Game Change Weapons

We're building a 2D RPG here, can anyone think of a better way of having the graphic change weapons rather than having to make a sprite for every combination of weapon availiable? In 3d the weapon would be a seperate model, and would be attached to the player, but how would I do that in 2D?

Thanks ...
by [BROKEN]
Sat Mar 05, 2005 5:06 pm
Forum: Advanced Help
Topic: user input not working
Replies: 3
Views: 511

sry, i fixed it :twisted:
by [BROKEN]
Sat Mar 05, 2005 4:37 pm
Forum: Advanced Help
Topic: vtable
Replies: 5
Views: 857

took me a while to figure this out, but for sum reason, by removing the destructor (~whetever();) in the class in which you are calling the ieventreceiver, the error goes :twisted:
by [BROKEN]
Sat Mar 05, 2005 4:35 pm
Forum: Advanced Help
Topic: user input not working
Replies: 3
Views: 511

user input not working

Hi, I tried to integrate user input into my irrlicht wrapper, but nothing seems to access the onevent function, heres my main code:



eengine.cpp:

bool EGame::OnEvent(SEvent event)
{
if (event.EventType == irr::EET_KEY_INPUT_EVENT&&
!event.KeyInput.PressedDown)
{
switch(event.KeyInput.Key ...
by [BROKEN]
Fri Mar 04, 2005 10:45 am
Forum: Advanced Help
Topic: Collision HELP!
Replies: 7
Views: 796

Oh i got it, place the definitions in a cpp file, and put the externs calling them in a header and declare that wherever i need em, thanks a bunch!
by [BROKEN]
Fri Mar 04, 2005 12:58 am
Forum: Advanced Help
Topic: Program crashes on load
Replies: 1
Views: 271

Sorry to waste your time, but i fixed it. I simply made the stupid mistake of declareing a class wrong
by [BROKEN]
Thu Mar 03, 2005 11:50 pm
Forum: Advanced Help
Topic: Program crashes on load
Replies: 1
Views: 271

Program crashes on load

Ok I've prob done something real stupid, but its been baffling me all day. My program is simply an edited version of the collision tutorial. I'm trying to make a wrapper for irrlicht for my game, and every time i try to spread code into multiple sources i get a crash at startup with no errors. Heres ...
by [BROKEN]
Thu Mar 03, 2005 11:19 pm
Forum: Advanced Help
Topic: Collision HELP!
Replies: 7
Views: 796

ok so i make a function in sum cpp file like

int getSmgr()
{
scene::ISceneManager* smgr = whetever;
return smgr;
}

and i call that and store it in an smgr variable in each source i wanna use it in?
by [BROKEN]
Thu Mar 03, 2005 10:56 pm
Forum: Advanced Help
Topic: Collision HELP!
Replies: 7
Views: 796

Thanks mate, sorry but I have another question.

I'm making a small wrapper around irrlicht for a game, but in my classes, I can never use smgr(scene manager) even though its declared in main.cpp

This is prob a real newb question, sorry.
by [BROKEN]
Thu Mar 03, 2005 11:57 am
Forum: Advanced Help
Topic: Collision HELP!
Replies: 7
Views: 796

Collision HELP!

Hi, I'm pretty new to Irrlicht...

I did the collision tutorial, and it makes pretty gd sense to me, but I have a few questions:

1) Is collision only that easy when its a bsp map? bacause when i replaced it with a .x world, i fell through the floor

2) How would i set collision with objects in the ...