Jump to content

Haydenmango

Members
  • Posts

    438
  • Joined

  • Last visited

Everything posted by Haydenmango

  1. Most of my animated characters are red after the recent beta update earlier. It seems that they are always flagged as selected. Edit - Alright I found the issue, they were using a custom shader. This can be locked.
  2. Will these new features (Vegetation and Terrain Offsets) be accessible through code?
  3. This makes me happy. Seriously this is awesome, keep up the great work!
  4. I don't know what changed but I am not encountering this error anymore, I was able to publish my game to the Workshop without any issues.
  5. Bring it on, my body is ready!
  6. The only thing I can think of is that your Light is only casting Static shadows. Try to set it to Static+Dynamic or Static+Dynamic+Buffered (if it isn't already), I'm not sure what could be wrong other than that.
  7. So I have been working on a game based around throwing ragdolls called Castle Defender. The concept is pretty much the same as Defend Your Castle ( http://www.xgenstudios.com/play/castle ) except for that it takes place in 3D. My issue is that I want to have many more active enemies but I can only have a few enemies active before the fps drops to low. If someone could help me find the cause of this low performance I would be very grateful! I have made a small test project that includes the base features of my game, feel free to check it out and play around with things! Test Project - https://www.dropbox.com/s/f175yk9mvaxkf9p/Test.zip?dl=0
  8. I have been having issues with this change lately. I can no longer accurately code positions quickly (I don't want to convert cm to meters every time I write code). Could an option be added to toggle between the meter and cm grids? Then we could use cm grid for texturing/csg/modeling and still use the meter grid for placing objects (easily) with code.
  9. Every time I attempt to publish a game to the Steam Workshop I get an error message that says "Failed to publish file." I made a video that shows the error. -- https://www.youtube.com/watch?v=ruo9VDuXj7E&feature=youtu.be I can provide my project if needed.
  10. I sent you one of my prefabs that was changed along with the model and textures in a PM.
  11. This update reset all my entities script fields. Including the bools, floats, ints, etc. If you have any data in your entities script fields you may want to write it down somewhere before updating. I think your new approach to the script field seems good but like Einlander pointed out it might be difficult to select child entities. Supporting dragging and selecting of entities could be a good idea. EDIT - The update only reset my prefabs script fields.
  12. Thanks for the responses guys! I don't understand file handling very much so I've been pretty clueless. @nick.ace - Ahhh this is possibly what Josh was getting at. I was just trying to open the .meta files by clicking on them... lol Loading them through code makes a lot of sense and now I know! @macklebee - That is just what I needed and it works great! Thank you very much for making that. Now I have some code to learn from and instant gratification from macklebees app! Thanks again!
  13. I'm probably missing something obvious but how do I open the file that contains the thumbnails?
  14. Thanks for the reply and that sure looks interesting but I honestly don't know what it means/how I can use it. haha Does this mean that the .meta files contain the thumbnail? How would I go about using this?
  15. I would like to use the thumbnail images created for my model assets. Is there a way to save/open/edit model thumbnails?
  16. I may be wrong but it seems that you can't change the fullscreen setting after you create the window for your game. Would it be possible to add the ability to toggle fullscreen mode through the Window:SetLayout() function?
  17. Any update on this? I have a bunch of characters that I can't use in my game because of this issue.
  18. Wow, really impressive! This could be useful for so many types of games.
  19. Well honestly the Flowgraph became so integrated into my game design that I just had to deal with the mess. The only real solution I have come up with is to separate my map into multiple maps so things won't get to cluttered.
  20. I found that the Flowgraph was really useful for setting up interactions between entities but it was almost impossible to organize everything after a certain point. I used the Flowgraph extensively in a game I made called the Biodome. I haven't used it in any other of my games though. It was really useful because I remember I tried dragging and dropping entities into other entities script tabs before hand but once I had over 200 entities to scroll through it started to take a long time. The Flowgraph on the other hand was much more simple in this regard; until I loaded up the Flowgraph editor. Here is a video of what my Flowgraph in The Biodome looks like - It got pretty messy. I have mixed feelings about the Flowgraph editor; it makes script logic quite simple at first but the more you use it the harder it is to use.
  21. Some functions you'll probably use for shooting arrows include - Instance(), SetPosition(), SetRotation(), AddForce(),SetCollisionType(), SetMass() Shooting arrows works like this in my game, Hunt For Food - function Script:ShootArrow() local arrow=self.arrow:Instance() arrow.script.livetime=Time:GetCurrent()+15000 arrow.script.active=true arrow:SetMass(.5) arrow:SetPosition(Transform:Point(0,0,.75,player.camera,nil)) arrow:SetRotation(-player.camRotation.x-90,player.camera:GetRotation(true).y+180,-player.camRotation.z) arrow:AddForce(0,1250,0,false) end I should also note that my arrows have a script to deal damage on collision. The script looks something like this - function Script:Collision(entity,position,normal,speed) if self.active==true then self.active=false if entity.script then if entity.script.hurtable==true then self.entity:SetCollisionType(Collision.None) self.entity:SetMass(0) self.entity:SetShape(nil) self.entity:SetPosition(position) self.entity:SetParent(entity) if entity.script.health>0 then entity.script:Hurt(math.random(5,8.5),player) end self.livetime=Time:GetCurrent()+3000 end end end end I hope this helps!
  22. Looks good and use friendly! Good job. For waypoints I use this method and it works quite well. I create a script for my waypoint pivots and give them a target entity. The target entity will be another waypoint pivot placed on the map. Then the patrolling entity has one waypoint target and once it is reached the patrolling entites waypoint target is replaced with the waypoints target entity. I hope that makes some sense. I just thought I would share. It's really cool/helpful that you're making these templates, keep it up!
  23. Awesome! Physics are a lot easier to set up now, great job.
×
×
  • Create New...