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Thirsty Panther

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Everything posted by Thirsty Panther

  1. Could someone explain how to get started with this. I've been trying for a week with little success. If I use the Client App, I have the same problem that Yue has in that trying to create a project results in a "Application not installed" error. Do I even need the App? I notice that only 2 people have downloaded the latest version but several people are using Ultra Engine. I have tried using the SDK thru Steam. I use the Game template.sln but end up with over 50 errors when I try and run it. Any help would be gratefully accepted.
  2. Curious. Why do you need multiple gravities? Unless your making a planetary simulator.
  3. Here is an blog post that may help. What makes an indie developer successful? https://www.gamedeveloper.com/blogs/what-can-we-learn-from-the-1-600-highest-earning-indie-developers-on-steam-
  4. The Community here is one of the reasons I stuck with Leadwerks. Lots of different people from different backgrounds all helping each other with their projects. None of the trolling that is present in many of the other forums I visit.
  5. https://www.leadwerks.com/learn?page=Tutorials_Editor_Workshop
  6. Nick Ace released a traffic system sometime ago. Not sure if it works with the current Leadwerks build but it might be worth having a look at. https://steamcommunity.com/sharedfiles/filedetails/?id=364622139
  7. https://store.steampowered.com/itemstore/251810/detail/1119273174/
  8. https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_SetCollisionType Other threads that might help.
  9. Macklebee hasn't been here for sometime. The shader you are looking for is also in this post.
  10. PlayAnimation https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_PlayAnimation
  11. Have you had a look at the FPS template in Leadwerks. It has many scripts already available to make a standard FPS game. It sounds like you are very comfortable with the artistic side of game development. Use these skills to craft an interesting environment for a FPS game. Use the assets from the workshop and the FPS tutorial . https://www.leadwerks.com/learn?page=Tutorials_Games_First-Person-Shooter Use the terrain editor to create your environment. Add a FPS player, add some enemies and create your story. No scripting required.
  12. Thirsty Panther

    SSR + MSAA

    Or you could give us early access and we could make the screenshots for you
  13. At the start of the script he doesn't assign a value to respawnPoint but assigns an entity to the variable. In this case its the pivot that he places in his map. Because the variable is now an entity we can now access all those functions outline in the documentation. This time he uses :GetRotation so that he can then place this rotation value onto the player.
  14. I will try to explain this script for you. Script. respawnPoint = "" -- entity "RespawnPos" As Genebris explained above, this is a variable specific to this script which will hold the information of an entity. In this case the place (pivot) where you want to respawn the player. Using the "-- entity" part generates a box in the editor where he drags the pivot into at time point 4.41 in the video. function Script:Collision( entity, position,normal,speed) This is the collision function which is triggered if something hits whatever this script is attached to. In this case the big box below the player. The things inside the brackets are information on what hit the box. The entity, where it hit and its speed. if (entity:GetKeyValue ("name") = "Player") then This line of code checks to see if the entity that hit the box is called "player". This is the first use of the colon. So what does this mean. If you look up entity in the documentation and look at the list of functions that are associated with entities you will find "GetKeyValue". Using the colon allows use to access any of these functions. Entity:Getcolor will tell you the color of the entity. Entity:Turn will rotate the object etc. RespawnPos = self.respawnPoint:GetPosition() In this line he is creating a variable called RespawnPos, this is the position that he wants the player to respawn to. The self refers to this script and the ".respawnPoint" is the entity variable he made at the start of the script. Just like he used the :GetKeyValue for the name now he uses the :GetPosition to find out the position of the respawn point. Remember the respawnPoint variable is an entity and we can access all those functions mentioned in the documentation. entity:SetPostion(respawnPos) In this line he sets the players position to that of the pivot ( respawnPos). Again the colon is used so that we can access the function SetPosition. ( check the documentation). onRespawnPos = self.respawnPoint:GetRotation() This time he is making a variable to hold the rotation of the respawn point. entity. script.camRotation = onRespawnPos Now he accesses the variable, camRotation which is inside the player script with the value of the rotation. So entity is player, script is FPSplayer script and camRotation is a variable inside that script. Hope this helps.
  15. I know what you mean. There is a gap between learning a language and then getting it to do what you want it to do. BluHornet did a series a few years ago. He takes you thru weapon drops, respawning, triggers etc. https://www.youtube.com/channel/UCdNkNE5acxWUf2vCEo-eOcw The best videos were by Jorn Theunissen. He had a series called Project Saturn. Unfortunately it is no longer available. https://www.youtube.com/c/Jorntheunissen/videos Other things you can do include the tutorials in the Leadwerks documentation, look at the scripts that come with LW ( FPS script etc), check the forums ( I ran a Monthly script challenge a while ago where we did jetpacks, gravity guns etc). Enjoy the journey.
  16. Sounds like you had 2 cameras. The first was in the scene/map that you made to "walk" around. The second is generated in the fps script that you attached to the player. This causes the black screen. If you just remove the camera in your map it should work fine.
  17. Re :C# scripting if you look in the Ultra Engine documentation there are 3 tabs. One for C++, one for Lua and another for C# so Josh is obviously going to support this language.
  18. terrain->SetElevation(x, y, height); Are the value of these in metres.? ie the distance from 1,0 to 2,0 is 1m.
  19. Portal/Cyclone VR sounds interesting.
  20. At the time I thought the Game Launcher and Workshop were good ideas. Telling your mates you have a game on Steam gives your a level of smugness that you just can't get any other way. I used the workshop to download models and textures as well as scripts which helped me greatly. Times have changed and there are other options to distribute your games and it is best to concentrate on the game engine as there is so much competition in this space now. Looking forward to the release of Ultra Engine.
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