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Rick

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Everything posted by Rick

  1. Yeah, what I meant to say was having multiple tabs which would act as a way to organize stuff. For example I could name a tab "cut-scene 1" and just put some cut-scene 1 stuff in there, or "inventory system". Then if we could copy/paste tabs between maps (I think flowgraphs are by map) that would be cool!
  2. I think changing a script shouldn't kill the connections unless you removed a specific connection. If I change the script but don't touch the input/output then it should leave the flowgraph connections alone. If I add input/output's, then modify the node to show that, but leave the existing connections. I agree that multiple tabs would be nice (and let us name the tabs), but I would more want that to organize my flowgraphs
  3. Because Leadwerks versions aren't all Steam related. This indie version is, but the other versions will be coming out soon and as far as I'm aware they aren't all going to be Steam related and all of these tutorials will work on those versions also. I love the indie Steam version, but I don't like that it splits where people go for Leadwerks related information. My personal preference is that this site still remains the main place for forums, tutorials, assets, but we'll see what happens. Also, last time I checked, yesterday, I couldn't make videos there
  4. Added a few more. I want to stay away from the mini-games. Those tutorials could take a long time to follow/watch. I more want to make quicker tutorials that show various pieces of how one could do gameplay. There will be many different ways to do the things listed here though.
  5. Good idea. I added a few that I thought were more gameplay related. In this thread I'd like to try and focus on more gameplay related tutorials. Using physics is a good tutorial, but it's not really anything gameplay related. So what are some common gameplay related things that exist in todays games that people might want to know how we could do them in Leadwerks?
  6. Looks like they do work with Leadwerks Lua. Now it's just creating some functions that do common things with the yeild in them. I can think of: GoToPoint(), which I know what you're thinking, we already have one of these in LE, but this one would just check that the entity is at it's destination before returning because in a cut-scene you may want to not continue until an entity moved to a position. I feel like we can make "blocking" functions and "async" functions to be used in coroutines for cut-scenes. Async functions do something and return right away, while blocking don't return (still yields of course) until a condition is met. GoToPoint() -- this can be used to move the camera around to different pivots that were setup in the scene GoToPointAsync() -- probably used mostly to move actors around over time (the built-in Follow() and GoToPoint() would be used here as the engine handles updating them every frame PointAt() -- this can be used for cameras to instantly point at other entities PointAtAsync() -- cameras could use this also to slowly pan over time to a point PlaySound() PlaySoundAsync() PlayAnimation() -- could really only be used for non looping, 1 time, animations since it would need a finishing point PlayAnimationAsync() -- would start playing an animation but return right away. we'd need a general animation manager that is being called in some update statement Wait() -- would return after waiting x ms. doesn't really make sense to have an async version of this With functions like these I think we could do some pretty cool cut-scenes. I would thinking we could make 1 entity script that takes a parameter that specifies a Lua file that holds a function, and a parameter that has the function name in that file. This function would end up being global but each cut-scene is global to the game anyway so the name of the cut-scenes will need to be unique. Now that I'm typing maybe the name doesn't as we don't play more than 1 cut-scene at a time. Another parameter would be to enable/disable the cut-scene. In the cut-scene entity script we should be able to import the lua file specified as the parameter from the editor. We could create that coroutine using it's function name that was the other parameter in the Start() function. Then when the Enabled input function is raised, it would set a bool that would resume the coroutine each frame in the Update() function. That would call the users lua script which will be calling the coroutine specific functions which have the yield statement in them. I think this just may work
  7. We have a lot of new people joining the Leadwerks community and I feel like it would be nice to hear from them about some tutorials they would like to see. Although we can't write games for anyone, some of us can help show people how some common gameplay features are done to inspire you to dig deeper and help the new people learn the API. I would like anyone to reply here with a detailed list of tutorials they would like. I'm not saying they would all get done, but some of the people who have used this engine for awhile now might be willing to make tutorials and help out. It'll be good for the entire community to have a list. I'll try to compile the list over time and update this post with line items that over time we can cross off and give tutorial links for people. I'll start with the first tutorial I did that was requested. Aggor, I know you are around here somewhere. Can you point me to all your tutorials and I'll link them here. I feel like the more places we have these things the more likely they will get seen. I know these forums don't really get sticky'd ever but it helps. I know we have Steam guides, which we can link to here, but not every version of LE is on Steam so there will be people coming here to look for tutorials and not Steam. For more general tutorials please check out: http://www.leadwerks.com/werkspace/topic/6217-c-lua-and-android-tutorials/page__hl__tutorials Teleporting (https://www.youtube.com/watch?v=dTaSP1fKD7c&feature=youtu.be ) Moving platforms (http://www.leadwerks.com/werkspace/page/tutorials/_/moving-platforms-r50) Simple Doors (http://www.leadwerks.com/werkspace/page/tutorials/_/simple-doors-r51) FPS Controller (http://www.leadwerks.com/werkspace/page/tutorials/_/adding-an-fps-controller-r52) Switches and Doors (http://www.leadwerks.com/werkspace/page/tutorials/_/switches-and-doors-r49) Enemy Spawning ( ) Jump Pads (http://www.leadwerks.com/werkspace/page/tutorials/_/jump-pad-tutorial-r54) Inventory HUD Save Game (https://www.youtube.com/watch?v=5WmwNyTlbZE&feature=youtu.be) Ragdoll Rain/Snow Voxel Cut Scenes Align model to ground Wind blowing player Switching Maps (https://www.youtube.com/watch?v=FBFNbZxoAC8) Double jump Ladders Different sounds when walking on different surface Weapon pickup in FPS (https://www.youtube.com/watch?v=VWBGtJ7NQ4Y) Gravity Gun Replay Jet pack for character Slow Motion Bullet Impact Basic AI (http://www.leadwerks.com/werkspace/page/tutorials/_/ai-and-events-r47) Security Camera Render To Texture (http://leadwerks.wikidot.com/wiki:render-to-texture-security-cam)
  8. If that's in the MyGame project, then if you navigate to your steam folder for Leadwerks it should be in there. Something like Steam/Steamapps/common/Leadwerks Indie (or something like that). It's here because I assume it copies this to your actual document projects folder when you first start Leadwerks. So this should be a place where we always have a backup of this project.
  9. When I was in the FPS script that comes with 3.1 I noticed some crouch code commented out. Not sure why they didn't add it, but did you see that also and is that what you were looking at? I could give this a go, but I won't be home for 10 more hours. By iron-sighting I assume you mean some effect like: http://upload.wikimedia.org/wikipedia/commons/4/4d/Visierlinie.jpg You would have to position the model just right and then use blur post processing script (I think) to blur things close to the camera. Post processing scripts aren't here yet but they will be a part of 3.1 as far as I understand.
  10. Was going over some of my LE 2 videos and found this one where I tried to create an in-game cut-scene. This was all done in Lua using coroutines (a Lua feature). I'll have to see in coroutines work in LE 3.1 version because they would allow you to call functions in sequence where they would yield which would continue the main game loop, and come back where they left off each frame. Allowing you to make scripts like: function MyCutScene() GoToPoint(0, 0, 0) SwitchCamera(camera1) PlaySound("speech") GoToPoint(10, 0, 10) end Where GoToPoint() would move a little to the destination, then yield back to the main game loop to show the change, then go back where it was in the function from last frame, and move a little more. It wouldn't actually exit this function until it reached it's point, and then it would go into the other function and switch camera, etc. This is sort of the way we think about in-game cut-scenes, but without coroutines we end up with a ton of booleans and if statements to manage the state of things, which is a mess.
  11. Rick

    Math:Sin()

    I'm not a math guy by any means, but I'm working on head bobbing in the FPS script. I figured using sine was the perfect way to get this. I have it working, sort of. I need it to always start going down first. I'm trying to find just the right values to time it with the footstep sounds and those sounds happen right away when moving. When the bob is down right away when I start walking seems to be the best results. Any suggestions on how to make this always start going down first would be great. I thought the phase was supposed to do this but it doesn't always seem to be the case if playerMovement.z == 0 then newCameraPos.y = playerPos.y + self.eyeheight else local amplitude = .10 local frequency = 1.18 local phase = 90 newCameraPos.y = self.eyeheight + (amplitude * Math:Sin(2 * 3.14 * frequency * (Time:GetCurrent() * .1) + phase)) end
  12. If you need to, you can manually go into the config file. It defaults to C:\Users\[ProfileNameHere]\AppData\Local\Leadwerks\Leadwerks.cfg. It's plain text so you can just open it with Notepad to edit it. Save a copy off first before editing it. You can look for openfilename= and change it to nothing. That way it shouldn't open that .map file, which is most likely causing the issue, and you should be able to open Leadwerks again at least.
  13. No you are right about the steam install, but for me the projects folder is in a different place
  14. Yeah for the install it does for me too, but for the projects it's pointing to Documents.
  15. Mine seemed to default to C:\Users\MyUserNameHere\Documents\Leadwerks\Projects Win 8.1
  16. ?? When making a new project? There are no spaces in the default path for me. C:\Users\Rick\Documents\Leadwerks\Projects\...
  17. Does the log say anything? There are a couple tabs on the right hand side like Output, Warnings, Errors, Debug. Post everything each one says here.
  18. The Curve function is handy to make something like this: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/math/mathcurve-r602 You can use this to bob the camera entity up and down and left and right smoothly over time. I personally get physically sick with modern games that do this but it can add some realism. I'll play around with the FPS script to see if I can get something because I'm sure many people would want this.
  19. Turbosquid has some free models but you get what you pay for in quality
  20. I took my hand at making a tutorial that shows how you can make a teleport system. I'm getting sick and don't make many of these so be gentle on me https://www.youtube.com/watch?v=dTaSP1fKD7c&feature=youtu.be
  21. I think only exposing Lua is a way to validate the cheaper $99 price tag. C++ makes things easier to integrate other libraries with so you could argue paying more for that as the normal version is $199 I think. I think it's a way to introduce game creation to people who are new since Lua is easier and $99 is more affordable.
  22. You can still use 3.0 to make mobile games. 3.1 mobile will be here at some point I believe also, although it'll most likely target newer hardware.
  23. I think someone tried a long time ago but it faded. The old website actually had real-time chat functionality. I'm all for it!
  24. You can buy models and textures. Check out sites like http://www.dexsoft-games.com/
  25. I believe that function needs to be global (just function onEntityLoaded(entity) end). However, I think this is called after the map is loaded and just passes all loaded entities in it, which would still provide a pause. Give it a try though to test it. A cheap way to do this would be to draw to the screen first a texture that says you are loading. Your draw code doesn't have to always be in the main loop so you can do this before loading a map. I do believe you will still end up with the "not working" thing though.
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