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Everything posted by Rick
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Not in LE2, but I believe LE3 will have it.
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Cool, doing this in Lua so I'll use terrain.resolution. Thanks guys.
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Is there a function to get the terrain resolution? Not seeing one but never know sometimes with LE If not what are the work arounds for getting it?
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Is your system target based or free form fighting? Do you have special abilities or just simply swinging the sword? What kind of game are you looking to make?
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Yeah I don't think it's a crazy method, I'm just wondering if it'll complicate things to the point where you might lose customers (non programmers) who have a hard time piecing things together in code. So we load the different models that have different sections in them to make the 1 full body when they are loaded? Like in your picture above. That would be 1 model that we would load. Then we would load a torso model that has the texture/gear we want as well and then arm models. Then as long as you draw them in the exact same place it looks like a full human body? Again I assume when you animate you'd have to animate all 3 loaded models with the same animation (above image model, torso model, arms model)? Just want to make sure I understand.
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This sounds like it might complicate animation some if you have to load separate body parts. I assume we would have to duplicate the animation being ran to all pieces?
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Nice. So each accessory is an add-on model right? Are you going to provide different skin and facial textures as well? I have to think that some clothing might be better as textures instead of separate armor. Like that chest piece she has on. It would probably be better (less risk of clipping into the character when animating) if it's a texture. It would also make you able to produce many texture variations faster than modelling I'm guessing. Would just need a way to swap shirt textures, for example, while being separate from the skin texture so you can layer textures. Again, just going of how I see most MMO's working. Generally they combine models and textures to make outfits. some pieces like gloves require both a model and texture to be complete. They model the top part of the gloves and texture the hand part of the glove. Take WoW for example. http://www.locksucks.com/wp-content/uploads/2008/06/nemesis-tier2.jpg Notice the gloves. Towards the wrist there is clearly a model but on the hands it's a texture. They blend it nicely so it flows. With that you don't risk clipping with the hands and minimize clipping at the wrist area, while still giving a 3D look to the armor and not having it look so flat. You can see the chest is pure texture which you can generally get by with if their chest area (male and female) are defined well. Again, just some ideas. Can't wait for this.
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I think this plays into my question of SetViewport. I think that will clip any drawing after it to the rectangle you pass to it. Go to the Lua code assets and look for Josh's GUI. Then look at the control.lua and inside DrawKids he uses something like SetViewport(Vec4(self.gx, self.gy, self.width, self.height)) and then draws the control. When he's done he calls it passing null which must reset it to the entire screen again.
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I notice the function SetViewport being used in Josh's Lua GUI. I don't see anything on the wiki on this function. Does this function exist to all supported languages and I assume this will only show the given 2D rectangle on the screen passed in as parameters for anything drawn after? Meaning it clips anything drawn after the command to that area? Any reason there is no doc on this?
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In your first code that doesn't work are you loading a model with LoadModel() or are you doing that code in a model script in which the editor is loading the model for you?
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What if we beat you to this demo game in LE2
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Well, actually discussions shouldn't be about the API, questions should. Questions about the API are short and sweet and to the point. They often don't raise opinions and are factual in nature. Discussions should be beyond the LE API and more about systems like AI, pathfinding, etc which use the LE API to do 3D tasks but is more about the system than LE API. This is why I like having a "design" forum where people can talk about this stuff. That's the good stuff that people want to see. As a business owner trying to create a community do you just want the community full of "How do I load a sound?" questions? Or do you want topics on how someone implemented pathfinding and talks around that? If you look at it that way you could just have an API Questions forum and a Game Design (programming related) forum
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I think that's the key. Until you have the "technology" to give attributes to posts, splitting them out into their own forum is basically doing just that. My concern is more around certain techniques around game design than LE commands. Certain languages use different ideas which can influence the design pattern used for your game. For example I'm big into OO event driven game design instead of polling driven. How you go about that can be very different dependent on the language. For the .NET people they are working in a whole different framework (the .net framework not LE) that no other officially supported language for LE has so they can be in an entirely different world. .NET also has a bunch of features these other languages don't have. Either way I think we'd learn to live with it though. We probably all have more important things to worry about
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3, I like the wood look.
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It must be OpenAL then. I literally do LoadSound() at the begining and PlaySound() when you click. Nothing fancy with sources or anything. Would be interested to hear the results on your laptop.
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So if you click slower do you still get the sound issue? Also you have openAL installed on this machine?
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Maybe create a UI element that lists each one and when you click one of them on the list it selects that one? Might be easier than trying to catch one of those little buggers.
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@mummbles, is this video sped up because that's going way to fast than it should be, which sort of tells me that's why the sound isn't playing. Do you overclock something on your machine or something? I'm using Lua's os.clock() for my timers to handle all of this so I would think it should be the same for everyone, but I'm betting it's something around the speed. @gamecreator, thanks for the thoughts. I'll look into the color selection and tweak that code some.
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TBody is a type. In Lua you don't define the type like you do in other languages so just remove TBody and say: spectator = CreateBodySphere()
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Was tired of not having a completed game so I made a Simon Says clone 100% in Lua. Source included. Post your high scores and please let me know if it's not working for you. http://www.leadwerks.com/werkspace/files/file/292-rickysays/ Any no that's not my voice...You'll see.
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Anyone have a collection of pre-generated font files LE ready they would be willing to share? Just curious before I go make my own. Might be handy if there are just a bunch lying around somewhere.
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It'll be interesting to see how it looks but It's not always about LE's commands. Sometimes people make a library for a specific language or have questions about how to go about doing something in a specific language and it's nice to know that before going into a post. If you can have any sort of attributes for a post (language for example) that can be searched on and viewed somewhere before entering the post, that would be handy. Maybe another icon of the language to the left or the post or something to visually show the language in which a the OP was able to select from a list of languages when they made the post.
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When you have the tools to query what you need I'd say it doesn't prove the point of to many subforums. If you are going to do this is there a way the user can select the language they are posting about and have it show up in the subject or something so we don't have to read posts that are in languages we aren't interested in?
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@Josh, don't you use the "View New Content" link? You can have all the forums in the world and it wouldn't matter because "View New Content" gives you the new posts to check out and see if you want to comment on them. Who tries to sift through each forum individually? What a pain that would be. I don't think some people want/can get over that. I don't blame them for that though. I don't want to read BMax code and I'm sure there are people who don't want to read C++, .NET or Lua. There is a forum if a person is trying to ask a question on a more generic level and it gets used, but language specific questions do come up also so it's nice to have those.
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I think many shops can operate this way. Many times shops would rather have senior programmers doing more design than coding because they are more valuable coming up with a good design than typing away at a keyboard. The design is where the value is not the typing of the code. I love doing both but if I was forced to choose I'd rather go design. So your decent programmer in your example would be coming up with the design and having "newer" programmers following the design and typing the code. The design is 90% of the battle. One benefit of doing it this way is that you can outsource the actual typing of the code if you need to. You can also have 1 programmer pick up where another left off if something comes up with the first programmer because it's so well documented and designed. This is what indie designers should be doing. Instead they often come with vague descriptions and no knowledge about the systems required or how to come up with at least a high level design of them. There is a big world full of programmers who will take those tasks on. Instead they want these designer programmers on the team and you can't have to many of them on the same team because of a clash of principles that will most likely happen. Saying all that I would prefer to just give the required interactions for the design. Tell the programmer here are the inputs and here are the outputs required. I would probably give tell them how I want these inputs and outputs designed though so it's the same way between programmers.