-
Posts
438 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Haydenmango
-
Leadwerks 3.3 Beta now available on beta branch
Haydenmango commented on Josh's blog entry in Development Blog
Very nice job! I am enjoying this update a lot. The new workshop changes make the workshop way more useful and user friendly. Having vehicles supported but not documented is like knowing what your christmas present is but you can't open it. I hope to see some documentation soon! -
Post Effects stay in Memory
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
You were correct, I placed collectgarbage() in my App Loop and everything cleans up. Testing memory usage is tricky with Lua. -
Post Effects stay in Memory
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
I see, that is a bummer because these shaders are to complicated for me to figure out what could be wrong. Guess I will have to disable them for now. -
Post Effects stay in Memory
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
I found this bug by checking my log file after play testing Hunt For Food. The fog shader is loaded when it rains and it should delete when it stops raining but after I checked my log I noticed that it wasn't being deleted and I just had a bunch of fog shaders being loaded everytime it started raining. I checked over the shaders and the fog shader is loaded through a script but the fxaa and contrast shaders are not. Which means that this happens regardless of the shader being loaded through a script. -
ClearPostEffects() doesn't seem to delete post effects from my memory but it does detach the current post effects from my camera. I made a video to show more - https://www.youtube.com/watch?v=YCPt3fP4A6M&feature=youtu.be
-
When you turn a directional lights shadow mode from Static+Dynamic to None and then back to Static+Dynamic a memory leak occurs. I am using Leadwerks Indie Edition 3.2 beta. More info can be found in the video I made - https://www.youtube.com/watch?v=ES9HD9Fi0jU&feature=youtu.be
-
Oh I meant that it is supposed to have a mass of 0. Having that cylinder shape you just added and a mass of 0 should make it work.
-
Yeah that is weird. Hmm does your disk have a mass of 0 and a physics shape? I am not sure what could be wrong other than that.
-
Trigger Collision Types only collide with Character Collision Types. Check out this if you haven't - http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778
-
I like the level design. I am curious, what is the gameplay going to be like? A shooter? Zombies maybe?? Looking forward to seeing more!
-
Hey there! What I use for general model creation is Blender. It is free and very useful but can be complicated. There are lots of tutorials on youtube that should help you get started. http://www.blender.org/ For humans I use MakeHuman and then I export them to Blender to animate them. http://www.makehuman.org/
-
Good idea. I like Leadwerks because: - The Leadwerks Community for tutorials, models, scripts, shaders, etc. - Steam Workshop Game Player - Character Controller for Indie Edition makes game making super fast. - Fast Art Pipeline, especially with Blender (Blender exporter and .fbx support) - Affordable Price!
-
If you just want to check if your sphere has had a collision but you don't want it to actually collide you could set the collision type to Collision.Trigger. If you want it to collide with more then just Character collision types you will have to create your own collision type using Collision:SetResponse().
-
Hostile - a sci-fi horror game created by Rimfrost Software - WIP
Haydenmango replied to ChrisV's topic in Showcase
Looking good! The enemy aliens look great I can't wait to see them animated. -
To give entities collision they need a Physics Shape. See the physics tab of the entity. You can choose a collision type for the entity to make it collide with other entities. See collision reference here - http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778 Then if you want the entity to move when it collides it needs a mass above 0. If you want it to stay still (Like the ground, walls, ceilings) give it a mass of 0.
-
Hello hunters! There is a new update for the Hunt For Food that includes some exciting new features as well as a couple of important bug fixes. I will place the change log at the bottom of this blog. I have been having issues with my original Hunt For Food map for a very long time so I decided to go in a new direction. From now I will be working on procedural maps for Hunt For Food instead of static ones. There are many benefits to doing this including - every map will be different, I don't have to place every single object in the map, the size of my projects will be drastically reduced, I can add new things to my map by simply sticking them into my generation code, and I can add settings for players to add more/less of certain objects (like wolves). I will leave the original map in the game for now but it will eventually be taken out once I improve the procedural maps. I heard that you guys were dying a lot so there are some tips that have been placed in the workshop description for Hunt For Food. Also the Game Players full screen mode should work with Hunt For Food and I added the ability to exit the game from the menu screen with the Delete Key. I have been very happy with all the comments and feedback I have received regarding Hunt For Food, thank you all for playing! Change Log- New Features - Load Random Map - loads a new (smaller) map with procedurally placed objects Build Plank - When carrying a Fallen Tree you can click E to turn it into a plank. This only works with Random Maps right now. Weapon Pickup - You can now pickup a weapon by simply being near it. No more need to aim at it then click E to pick it up. Wolf Improvements - Wolves will now show if they are your companion or if they are loyal. Also if your wolf is loyal to you you can ride it by targeting your wolf and clicking E. Bug Fixes - Attacking a trap with either a stick or spear will no longer crash the game. Poison plants have collision and can be attacked to poison your weapon correctly. Humans have had many improvements and should function better overall. Improvements - -Rocks are thrown waayyyyy faster. It is great. -Traps are more deadly to animals. -Hunger/Health loss has been slightly decreased. You'll still die though, probably a lot. -Increased wolf damage -Camera movement when dead was to fast so I made it slower -Decreased wolf damage back to normal.
-
Here are the settings for fog. I found them on the workshop under the post process shaders pack. 50_fog camera:SetKeyValue("fog_fogrange","0,1000") camera:SetKeyValue("fog_fogcolor","0.72,0.73,0.67,1.0") camera:SetKeyValue("fog_fogangle","5,21")
-
Thanks for the replies guys. L3DT has all the features I need and it was free! Thanks for that BES!
-
So I was getting Failed To Set Clipmap Color Texture again this morning (after updating my project) and decided to make a bug report video to show what is going on. When I was making the video I started getting Failed To Set Shadowmap Texture instead of Failed To Set Clipmap Color Texture. It seems the issues are related. Also while it isn't always the same message I do get an error every time I attempt to open my HuntForFood.map specifically. I am using Leadwerks Indie Edition (beta) and can provide my project/map if needed. Video link- https://www.youtube.com/watch?v=nRSJ1unc-K4&feature=youtu.be edit-- So after trying to open my map a couple more times it finally opened. Now it opens every time I try to open it without any issues.... weird. another edit-- The other error message I am getting is actually Failed To Set Clipmap Color Texture not Failed To Set Clipmap Texture. I edited my post to fit that change.
-
So I am trying to edit an exported terrain from leadwerks but I can't find any photo editing software that can open the .r16 file type (except for photoshop which I can't afford). Does anyone know a (preferably free) program I can use to edit .r16 files?
-
I updated my project today and now when I load up my map I get this 'Falied To Set Clipmap Texture' error and leadwerks closes. I can provide my project if needed, just let me know. It seems to be related to my terrain, but I am not sure.
-
Hunt For Food is on the Steam Workshop!
Haydenmango commented on Haydenmango's blog entry in The Hunt For Food Blog
Thank you all! There will be an update soon that will fix some bugs and add some totally awesome new features! -
Halloween Game Tournament II Kicks Off
Haydenmango commented on Admin's blog entry in Ultra Software Company Blog
It just got real. -
Well after a long time of developing Hunt For Food I finally have something you guys can play! Along with the game I have made an instruction video that will guide you through potential encounters and show you the basics. I will also attach some written instructions to this blog. The game is rather big right now so it will take up to 4+ minutes before it is loaded. So go Subscribe to it on the Steam Workshop and then open Leadwerks Game Player to check it out! Any feedback would be much appreciated! Let me know if you find any bugs. Loading Checkpoints seems to crash the game sometimes so use that at your own risk! Instruction Video - Written Instructions - W - Move Forward, Climb Up(climbing), Zoom In (binoculars) S - Move Backwards, Climb Down(climbing), Zoom Out (binoculars) A - Move Left (same for climbing) D - Move Right (same for climbing) E - Move Forward (climbing), Start Climbing, Start/Stop Fires, Eat, Activate Traps, Pick Up Weapon Q - Move Backwards (climbing) Hold Shift - Sprinting Ctrl - Start/Stop Crouching Spacebar - Jump, Stop Climbing P - Pause Game 9 - Minimize/Maximize Window 0 - Increase/Decrease Window Size Escape - Menu Screen Enter - Save Checkpoint (use at own risk, known to crash game) Left Mouse Click - Attack, Throw Hold Left Mouse - Power Attack/Throw Spear Right Mouse Click - Grab/Drop Hold Up,Left,Right Key - Rotate Carried Item Down Key - Turn On/Off Negative Rotation R - Reset Building Rotation N - Start/Stop Sleeping T - Equip/Un-Equip Torch F - Activate/Deactivate Parachute Z - Start/Stop Zoom (binoculars) Backspace - Drop Weapon Credits - Josh - Leadwerks Engine Developer, fixed many bugs in my game, and very useful suggestions. Leadwerks User Shadmar - Day and Night Cycle, Grass Shader, Fire Shader, and Fog Shader! This game looks good thanks to Shadmar! Leadwerks User Rick - Saving and Loading as well as other help. Nobiax - Many many textures and models were used from Nobiax and he is also to thank for how good the game looks. -- http://nobiax.deviantart.com/gallery/24853853?offset=0 Leadwerks User Eric Matyas - Menu Screen Music -- http://soundimage.org/ Blendswap member DennisH2010 - Wolf model that is used throughout my game. It looks great! -- http://www.blendswap.com/blends/view/24800 Leadwerks User Guppy - for showing me the wolf model, I wouldn't have found it otherwise. Leadwerks Community - Awesome Support and Help with many issues I had throughout development! Much Thanks! Software Used - Leadwerks Game Engine Indie Edition 3.2 beta Blender 2.7 MakeHuman 1.0.2 Gimp 2.8
- 5 comments
-
- 11
-
Leadwerks Editor Bugged (again)
Haydenmango replied to Haydenmango's topic in Leadwerks Engine Bug Reports
When using leadwerks editor and playing my game fullscreen I get GL memory - total:1024mb, usage:660 . With just the editor open I get GL memory - total:1024mb, usage:313 . GPU usage % never goes above 80% When I restart my computer everything seems fine. The terrain textures (other than the first layer) still aren't rendering but other than that everything seems to work. If I was to use the editor for a while I believe I would start getting these errors again.