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Everything posted by Rick
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@Pancakes Maybe I've read it wrong but it seems like you must have a funding goal of 50k or more to get the match? Not sure where you pulled 30k from.
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I have a script that I attach to a pivot that I can have play a sound. Inside it makes a source from a sound and it seems I need to set it's position and then create a listener so I can contain the sound to a certain area. However, when I call SetPosition on the source it gives the error "Error in SetPosition". self.source:SetPosition(self.entity:GetPosition(true), true) It seems it's because of the true parameter to SetPosition(). If I leave that out it doesn't give the error, BUT it of course also doesn't set the location to the global location which is what I need. Maybe this entity's SetPosition() overload isn't exposed to Lua? I'm following: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/source/sourcesetrange-r321 Also, I notice this creates a Listener. Is there a Listener page in the docs because I couldn't seem to find one? I assume in general we would only make 1 listener and have it follow the player?
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http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/source/sourceplay-r311 Calling Source:Play() while the sound is playing instantly crashes the game. Would be nice to either have it ignore or play again.
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So maybe there is another bug because PhysicsDriver:GetCurrent() is returning nil in Lua and I need that to assign custom collisions. Looks like it works in C++ though. I was just using PhysicsDriver:Create() because I thought maybe that would help PhysicsDriver:GetCurrent() to return something the current physics object so I can set custom collisions.
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http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/physicsdriver/physicsdrivergetcurrent-r744 self.physicsdriver = NewtonDynamicsPhysicsDriver:Create() This line crashes saying Create() is a nil value when done in Lua. Can we get this exposed please.
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Ah ok. I'll see if this works in Lua. Thanks and disregard my other question about this in the other post.
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Thanks tj. About the custom collision type, how do you define the reaction between the different types? In LE2 there was Collisions(1, 1, 1) for example.
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I need a collision to be fired, but not cause a physical effect of stopping things from moving through it. This needs to happen for both characters and any other shapes. I couldn't seem to get any of the pre-defined collision types to do this. Either they fire with character but not other shapes, or they fire with both but physically stop the object from going through them. I see there is a SetCollisionType(), but it doesn't seem to be like in LE2 where I can determine if it should have a physical effect or not. There must be a way to do this right? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitysetcollisiontype-r35
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I have the following code in a script attached to a "projectile" csg object. When the object collides I want to remove it, but this crashes the exe every time. The csg object also has an emitter as a child so not sure if that causes any issues, but I would think if I release a parent the child would also be released. function Script:Collision(entity, position, normal, speed) -- whenever a projectile collides with anything we remove it self.entity:Release() end
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I agree 100% with those comments. What I want to make clear to everyone who maybe doesn't know this already, is that the word "indie" doesn't always mean what I think a lot of people think it means. In fact I think it's even more rare to have an indie team with no prior professional game development experience have big success. If John Carmack quit his job and started making games on his own, he'd be considered "indie". If he then went on to start a kickstarter for Ouya, he'd get 250k (1/4th) instantly. John Carmack won't do this, but there are thousands of people with the same level of experience as John and who have worked on massive titles who are doing this because they then get the creative control of their games and because, like you said, so much more is offered now. So basically we have an indie game scene with thousands of highly trained professional game developers... So in your analogy above, the people who don't have all this industry experience really are the vultures. However, the hyenas are the people who have around 5+ years experience in the industry on major titles who choose to quit their game development jobs to start their own game business. So after the Lions get their meat, and the hyenas get theirs, then use vultures come in and try to get what's left. The truth, however, is there is very little left. This trend is only growing for the hyenas as the scene becomes more indie friendly. The hyenas will still rule the indie world. Knowing this myself, I still chase it, so I don't mean to discourage anyone but give facts about what seems to be happening in the indie world. The more friendly the indie world becomes the more the professionals move in without their big business backers.
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I'd say script properties aren't being copied. If I place the prefab in my scene and run it and break at Script:Start() I see what you are talking about where it loads twice, but Script.Type is empty on the second load. Sounds like a bug. Dangit It's not the entity key's (ie SetKeyValue()/GetKeyValue()) that is the issue, it's the script properties that is the issue. I use the script properties to set the entity keys, but on the 2nd load those script properties are the defaults, in my case empty string, instead of the values of the prefab. For now I think I can just make 2 separate scripts that are more specific to the type. Was just trying to have a more generic script.
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I create a prefab on MouseHit(). The csg that makes up the prefab has a script attached to it, which has a type property exposed: Script.Type = ""--string In the prefab I give this value like, say, "test" and saved that into the prefab so each time I dynamically create this prefab in code it has this value "test" for type. I place a breakpoint inside Script:Start() and I notice when I hit the mouse to create the prefab Script:Start() of the script attached to the prefab is fired twice! Insie Script:Start() I set the key value to the type like: self.entity:SetKeyValue("type", self.Type). The first time it enters into Start() it has the "test" value for self.Type. However, the second time it enters Start() self.Type is empty (""). Why would creating a prefab cause its attached script to fire twice, and the second time not having the saved values for exposed properties of the prefab? Would someone test this themselves to see if I'm crazy or not?
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OK, giving it a mass value, setting the gravity mode to false and giving it zero friction seems to work! Thanks all!
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@Aggor I have a sphere csg object with a sphere rigid body where it has no mass to it. I place it right in front of the camera and call AddForce(0, 0, 100 * Time:GetSpeed()) one time to it and it just sits there in mid-air
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The thing that I seem to see more of is these individuals who have already worked on some major titles in the game industry, quit their game jobs and start an indie company. At that point they are vultures but vultures that have 10 or so years or professional experience makings games 8+ hours a day 5+ days a week. Yes they are "indie" in that they don't have a big company with lots of money backing them, but the playing field is far from level in things like this. I don't blame the people doing this as they put in the time and risk to get into the game industry in the first place and they deserve their rewards, but it would be nice to have the reality of such things shown so as to not get false hopes by the rest of us. I'll attempt to show these realities now for fun Let's take what seems to be the mothership for indie success, Minecraft. Notch worked as a game developer professionally for what seems to be about 5 or so years before he did Minecraft. So if we say he worked (and I'm being conservative here) 8 hours a day 5 days a week, 52 weeks a year for 5 years we are looking at him having 10,400 hours of professional training as a game developer. Side note, there is a book called Outliers that says 10,000 hours is the magic number of hours to be great at anything. http://en.wikipedia.org/wiki/Outliers_(book) So let's take a look at what maybe we all think of as indie. Your average non professional probably gets to put in 10 hours a week into game development if they are lucky. That means to get the same number of hours we would have to do this consistently for 20 years, and that's questionable if with such limited time each day/week you get the same training and value from it. So, as I too dream of making a living and being a success from making games, and I'll chase chances like this when they come up, I am also a realist and understand that the "weekend" indie game developer has an even smaller chance of success then is let on in the indie world.
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If I want to "shoot" something forward with physics and not have it drop at all or so little it's not noticeable, but not have it move all that fast, what functions/values should I be looking at? I never really messed around with physic projectiles before.
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It goes until this coming Wed.
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Nothing to see here, move on...All good. Would still like it exposed in the mat editor though.
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yeah it's the new property don't you know! I'll correct when I get home and test. Why don't I see a property in the material editor for this?
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This is interesting and I'll have to start thinking about it. However, I think the reality will be that 4-5 games will eat up the majority of this 1 million and most likely be made from ex-industry developers :-/. We almost need to start splitting the indie world from ex-omgamazing industry developers who have gone rogue and all us other folks. Also be sure to read it all everyone. Only US and UK is allowed.
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I always thought we needed OnCollideEnter, OnCollideLeave which might help with this and many other things as well. Maybe chaining multiple collides can work. It's like having 2 lasers at the entry of a door. By telling which one breaks first and which one breaks second you can tell which way someone is going. If you are coming out from a portal you don't trigger the teleporting logic. If you are going into a portal you trigger the teleporting logic.
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Are we able to have multiple UV's per model? If so is there a limit? I have an idea I want to test out that would require this.
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Open source doesn't have to mean free, but given some of the stances Josh has taken on a plug-in system for the editor that some has asked for, I just can't see LE ever being open source.
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Here is the mat file I'm using. This still produces the issue. //Leadwerks Material File blendmode=1 castshadows=0 zsort=1 cullbackfaces=1 depthtest=1 depthmastk=0 diffuse=1.00000000,1.00000000,1.00000000,1.00000000 specular=1.00000000,1.00000000,1.00000000,0.000000000 lightingmode=1 shader="shaders\particles\default.shader" texture0=".\default.tex"
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I would disagree, but hey we all have our opinions right.