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Everything posted by Rick
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Josh, not sure if you have this feature planned already but I've been making this mobile game fully in Lua and a feature that would be handy would be to be able to right click on a function name on it's usage and select a Find Definition to take you to the function definition. Then to add on to that another option to go to last position so you can easily get back. I think this would require the concept of a solution (in VS terms) for the project as well since my functions could be in different files. Not sure if you have the concept of a solution or not. Another cool feature would be the dropdown of functions at the top. It saves me from hunting down functions and constantly doing finds. Sometimes it's just nice to see a list of all my functions.
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That's funny, although a different song would have made it a little more funny but probably less bearable to watch. I like The Killers, but they aren't a boy group so that part threw me.
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From what I remember, calling PositionEntity while having forces also working on bodies (which the controller is and UpdateController() is doing) don't play well. One way to do what you want could be to not allow movement of the controller in any direction but 2. Pick either forward/back or strafe left/right but one or the other and then don't allow rotation at all. Then just make sure you align everything correctly before the level starts and the player has no options but to stay in line.
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Any idea why I have to left click twice in the editor to get this code to run? Even that Notify("Inside click") won't run unless I click twice. if MouseHit(1)==1 then Notify("Inside click") pick = CameraPick(camera, Vec3(MouseX(), MouseY(), 1000), 0, 0) if pick~=nil then if pick.entity~=nil then Notify("x="..pick.position.x.." z="..pick.position.z) end end end
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Bah, thanks. Dang Josh and his inconsistency. Thanks
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The fps script that comes with Leadwerks has pick=CameraPick(camera,Vec3(GraphicsWidth()/2,GraphicsHeight()/2,2.0),0,0) Adding pick to the first param gives me access violation and kills the editor. Note this is in the Lua forum
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Doesn't the pick object have an x, y, z value in Lua? pick = CameraPick(camera, Vec3(MouseX(), MouseY(), 1000), 0, 0) if pick~=nil then if pick.entity~=nil then Notify("x="..pick.x.." z="..pick.z) -- this errors out saying it's not valid end end
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Worked like a charm. Thank ya much!
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Just an fyi Polan, LoadModel() however will Instance. It's just the primitive mesh commands with CreateXXX() that won't.
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Upgrade to Win 7 some time back and finally got around to installing UU3D again. I download the GMF plugin from the UU3D site and placed the gmf_filter.dlx file in my plugins folder (E:\Ultimate Unwrap3D Pro\plugins) but when I go to save a model GMF isn't an option. I feel like I had this issue the first time I installed UU3D a long time ago but can't remember how I solved it. Any ideas?
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You give them EntityTypes which is a number. Then you call the Collisions() function passing in the 2 entity types as the first 2 params then the last param is what kind of collision you want to happen. So assign entity type 1 to terrain Then assign entity type 2 to a body Then call Collisions(1, 2, 1) The last number is the kind of response you want. The doc has their meanings for what value. So basically you setup all your collisions between all your bodies like this.
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The models I use have the texture name in them. You then make .mat files for each texture with the same first name. ie. mytexture.dds, make a mytexture.mat file. Look at other .mat files for examples of what they should look like. When the models loads it sees mytexture.dds in the model file and looks for mytexture.mat file to describe what actual texture to use. I always thought that was kind of strange myself.
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There is an options setting for where to point the editor to currently but it can point to 1 place at a time.
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Did you close and reopen the editor? Also they show up as the filename and not folder name. Hello_What_mymodel.gmf would show up in the editor under a folder named Hello, and another folder named What, then your model name.
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I've looked at that before. That's LUA based stuff and pretty specific to WoW, and isn't so much state related like what you are working on. From looking at what you have you are going from logo to menu, to game, etc and have to handle all that yourself. I'm just offering a different way by using .NET. Seems WPF has some form transitioning techniques as well. These are the things I'm looking into currently, so just thought I'd share with you that it could help you. I know it's 180 degrees from where you are currently but just a thought
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What I normally do is add keys to the model in the editor. When I use C# I actually make the value of these keys be class names that I want this model to create and assign itself to one of it's properties. For one of my demo's I created a class called Bohan which was a boss in an RPG type game. In the Lua scripts I created keys for ClassType which I then assigned Bohan. After the scene gets loaded I loop through all children of the scene entity and look for the key called ClassType and when I found one I would use reflection to create an instance of that class and pass the entity that had that key to the ctor. This was a little more involved but in C++ you can just do a switch statement. I found this to work out really well actually and when using C# it gave me some pretty cool options using reflection and doing it this way as I "could" make Bohan a separate DLL and make changes to how that boss works without touching the main game project.
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So for my new project I'm using heavy .NET WinForms for a good number of screens and GUI. I fully enjoy using forms to handle flow. It's just so much easier and I feel like I don't have to worry about this kind of stuff. Of course with WinForms I don't get fancy transitions, but I might play around with WPF because that looks like it has really good potential to add all those fancy things. Also seems it can be skinned much easier so someone wouldn't even really know the difference that they are using windows controls vs a custom game gui, which is exciting! Combining that with klepto's control to embed LE inside these forms can really save a ton of time not messing around with this stuff. Maybe something to consider to save time and pain
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I think the general idea is since there is a base requirement for the graphics card for LE2, that once the card meets that, you may as well just use dynamic lighting because it'll probably handle it fine and be easier to develop. CeGUI is still a pretty meh recommendation. It's pretty complex. Your other options are making your own basically at this point. .NET is getting more attention and officially supported, but just be aware LE3 is being written in C++. Without starting a language war you are free to use whatever language is supported and it'll basically be the same result.
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Even if you use light maps that won't lower the base specs required for LE. It may help performance but won't lower the base specs required to run the game yet. LE3 will give you those options however.
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Josh you should treat this as a "challenge" where we get store credit maybe Might give some extra motivation.
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OK I'll make a Crash style video game. That looks easy enough while still being fun!. http://en.wikipedia.org/wiki/File:Crash_screen_shot.png
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It can just be difficult because input on the mobile device is pretty different than on a PC. I guess we can make the inputs PC friendly to get something going knowing that we'll have to change it later for the mobile device. So this will be Android too because I think you said you haven't started with Android yet and that's what I would personally want because I don't have an iPhone so I couldn't test it even after it's finished. Just want to make sure if I do a little game I can play it on the mobile platform that I currently have (Android Tablet which should be the same as the Android phone)
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So does that mean you are going to add some mobile specific input to Lua in LE2 for us? Pinching for zooming and tilting? Or should we use alternative ways to do these?
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Will Lua in LE3 (or LE 2 have it added) have any idea of the tilting aspect these phones have? Would be cool and easy to make a marble madness type game if it did.
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Cool. Is there a Leadwerks.Extensions.Forms.dll that should be in this? The control demo looks like it references it but when I open it it says it can't find it and I don't see it in the DL anywhere.