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Everything posted by Rick
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Does anyone know of any good C/C++ cross-platform mouse gesture libraries? I tried googling but nothing really stuck out to me so thought I'd ask around here if anyone has any luck with mouse gestures before.
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Nice. Yeah, it can get tough. When Josh gets the cross-platform file writing I'm hoping to track the high score in the app.
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@Aggror as far as I know outside the class is where you have to assign it, not just declare it. //cpp Leadwerks::Window* Test::window = NULL;
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Thanks NA for the support. I would really love to reach our goal and be able to cut a check to them. If anyone believes in the game and it's cause then please spread the word around if you would be so kind. At .99 and since it's mobile you can basically only purchase 1 maybe 2, if you have both Android and iOS devices, it requires a lot of people to see the game in order to reach our goal! It's sort of daunting to think about how many people would need to purchase it, but in the grand scheme of how many devices total for both platforms are out there in the world, it's like .001%. To me the mobile platform is sort of the power of the people.
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Thank you Aggror! This is a scary process for me to put a game out there for everyone to play. I hope people can find .99 worth of entertainment from it and enjoy the fact that a portion of their money is going for a good cause.
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I would like to introduce my mobile game My Whacky Moles! My Whacky Moles is a silly mole whacking game where you put those wacky moles back into their holes. The higher the level the faster the moles go and the more moles that come out. The game is available for iOS and Android devices and is now on the app stores. There is both a Lite (free) version and a .99 version. Benefits of the paid version: I will be donating 25% of all profits from My Whacky Moles to The Fisher Center for Alzheimer’s Research Foundation (www.alzinfo.org). Both my grandma and uncle on my mothers side passed away from this disease and so the cause is close to me and my family and I'd like to help fight for a cure. All my futures games will be donating 25% of it's profits to charities that are close to me. Like and follow us on facebook as we try to reach our donation goal! http://www.facebook.com/MyWhackyMoles More silly moles! Wrestler, Football player, Princess, Thief! More mole hit splashes! iTunes https://itunes.apple...69994?ls=1&mt=8 https://itunes.apple...37687?ls=1&mt=8 Google Play https://play.google....my whacky moles
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Are there any iPad games that I could demo made with Leadwerks 3?
Rick replied to karmacomposer's topic in General Discussion
Bah, sorry. Amazing how "only" changes the entire meaning -
Are there any iPad games that I could demo made with Leadwerks 3?
Rick replied to karmacomposer's topic in General Discussion
You can only use Lua to make games. -
Are there any iPad games that I could demo made with Leadwerks 3?
Rick replied to karmacomposer's topic in General Discussion
It's C++ or Lua for LE3 with unofficial bindings for C# that someone from the community maintains. -
Are there any iPad games that I could demo made with Leadwerks 3?
Rick replied to karmacomposer's topic in General Discussion
I have a small game waiting to be reviewed on the appl app store. This line makes it hard though because there will always be bugs, although I can tell you on the publishing to mobile side, I think those are all cleaned up and it's very easy. Incomplete futures, well this can start coming down to what features you are expecting. For my game LE3 had all the features I needed but it's a small and simple game. I can say that running LE3 programs on mobile was very simple for me. Important things to note is to install to default locations to avoid problems. Never change the installation path from it's default or you'll have issues (they can be overcome but they will be there). If you install everything to the default location it should be a slam dunk. -
Multiline commented properties are still used
Rick replied to AggrorJorn's topic in Leadwerks Engine Bug Reports
This is why I think using comments to define things isn't the way to go about it. I think it should be defined with Lua tables 100%. Script.Speed = {} Script.Speed.type = int Script.Speed.value = 5 Script.Speed.label = "Speed" type, value, label are all hardcoded values that LE can look for while looking through the Script table of properties. I think this is cleaner and more readable even though it's more lines of code. We could also shorthand it via: Script.Speed = { type="int", value=5, label="Speed" } -
So piece of cake then I'll adjust.
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Will csg ever respond to dynamic lighting?
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I can understand multiple different size being an issue, but how about if we are able to define the size that all agents will use? That sounds like that should be doable right? This way at least we can control the scale of things even if they all have to be the same size. Maybe a main menu setting for this? Radius and height. This would put more power into our hands. If all the characters in my game are human, then I don't need/want an in-between controller size, and would prefer to make all their radius's smaller to be more human like.
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The size of the controller seems too wide for how tall it is. Are characters are all fat . My concern is building scale of doorways. The controller is so wide that it looks like we can't have doorways to scale which just makes things look funny. If we can adjust the height then it's not a big deal as I could work with a different scale that would make the radius "smaller". Seems odd that I can place a model and the navmesh recals in a second, but we can't have a variable radius and have the engine recalc thing the same way. Is it possible and just something missed or not even possible for some reason?
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How do you set the radius of the character controller via the editor or via code (or both )
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Seems like there should be a prefabs folder automatically created with the project but there isn't. I notice if I manually create one, then go to save a prefab it does automatically go to the prefabs folder I just created, so I'm guessing it's looking for a Prefabs folder anyway when we save a prefab.
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Are we able to change the LE unit measurement? I had my little test scene setup where I positioned the camera to the player, the did camera:Move() to move it up and back by a certain value. I was then messing around with animations sequences, reimporting the model, I had to close/reopen the editor a few times because of a bug where even a left click was registering as a right click in the asset window. Then one time when I reopened the editor back up and ran the game the camera was way higher and way farther back and those values didn't change. Not also I notice GoToPoint() isn't working right. The values I'm getting when I pick the csg ground are like the scale changed a ton. To get only a 1 unit change in value I have to click way way far from the player and even so the player isn't going to the right point because the values are clearly wrong. if self.window:MouseHit(Key.LButton) then local p = self.window:GetMousePosition() local pickinfo = PickInfo() -- picking the ground if self.camera:Pick(p.x, p.y, pickinfo, 1, true) then self.gotoPos = pickinfo.position self.player:GoToPoint(pickinfo.position, 1, 1) self.animationSequence = PlayerAnimations.Walk end end This was the same code I was using when it was working
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Oh, so I always have to pick the first original sequence, then extract. I see. Sort of awkward but I understand why.
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I have the following model http://www.dexsoft-g...s/villager.html. When I drag into editor and open the model viewer it has 1 sequence (Sequence0) which has all the frames for all the animations in it. I then select Extract Sequence and pull out 0 - 65, which works great! I then do that again to try and pull out 66 - 116 and it creates the sequence record but there are no frames to it. Anyone know what's going on? [edit] I can always extract 1 animation (any animation) but the 2nd and subsequent ones never work.
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I feel like the Lua editor could use a new look to be more efficient. I think the windows on the right side (Output, Warnings, Errors, Debug) should be along the bottom and able to be hidden. In their place I feel the Script directory structure should be displayed so that we get a view of the project scripts all in one place and can more easily switch between our files. When I created my game I put everything under App: because it's so much faster and more efficient than going back and forth to the editor and opening every file I want to work in so they show up as tabs. This would also put the Lua editor more on par with vs/xcode. What else might be cool would be a Create Class Wizard that creates a Lua class in it's own file automatically for us where we give the class name. Much like VS does. This would help keep code consistent since there are a few ways to create classes in Lua.
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I agree with tj, except for the fog. That seems more nice to have, where the others are more needed in my view, and help polish the editor/engine. I'd be shocked if someone like shadmar couldn't make some fog shader we attach to some csg or something like that.
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Yeah, going forward we have to compile the exe's in both release and debug even for Lua since those exe's are what App.lua get passed to so it runs. When you get the map not supported with new version you have to go to VS and recompile also as it'll point to the updated libs.
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I believe a major missing piece to LE3 is the ability to have a cross-platform way to get the app data directory that our games can read/write files. All the platforms seem to have this type of special directory now.
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So I wonder if they can/will be replacing the hands and feet with 3D models so they go with the world better and look cooler? I can see some cool gestures being used for more non FPS games. Like zooming in and out of an RTS by moving your hands together and apart. I feel like I'm more interested in the interaction side than the graphics side and all the different ways the player can interact with the game using this. Cool stuff to think about.