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Everything posted by Rick
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I guess the only thing I would say negative was the camera movement wasn't smooth enough for me. You could tell when it hit it's next node. Otherwise I thought it was very good!
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Collision function would be ideal but they don't work with bodies created in code. There is currently no way to tie them to a function. So that's why I was using EntityDistance.
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@Aggror, that's very cool. I assume you'll be using AABB for checking if player is in the sound zone? Just a few things: 1. Maybe create the cube in the transparent world and apply a semi-transparent material to it for the sound zones? It might be a nice professional touch to be able to see somewhat through them. 2. There would be 2 ways to get thingiods to show up in in the properties drop down. a. Populate inside that menu function. This would require that script to be resaved though. b. Save off the grid variable from inside that menu function for use inside an object function. This is what I tried and it kind of worked but had strange bugs. You could just use targets as well. That would put a limit of 8 total, but I can't see people wanting 8 different sounds to 1 sound zone. I love this idea though. I'm getting some more ideas of my own now
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Yeah I was thinking with your horror game you could do something like a candle on the wall that acts as a lever or something that open a book case to a secret tunnel
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Jut so it's clear I'm not going to rewrite CEGUI It will still be OO. What I plan on doing is put it all into 1 dll and 1 library (there are literally like 7 dlls normally which is insane) and adding to this library/dll my own class that will setup CEGUI for use in LE and hide most of the initialization. There is quite a bit of setup required to use CEGUI because it runs on so many different platforms. That setup would be the same for anyone using LE since we know it uses OpenGL and we have to inject our own input into CEGUI. So I have to convert the LE input commands to what CEGUI is expecting. So what you'll end up with is something like: class GEGUILeadwerks { public: void Initialize(){// default init for LE engine} void Input(){// inject LE's input to cegui} void Draw(){} }; Actually what I'll probably do is just give this class as a normal h/cpp file and not in the library so people can see what it's doing an modify it if they so wish, or you can just include both and use it.
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Yeah, but you aren't really saving anything or gaining any of the benefits that threading gives. Some engines allow you to call engine functions on separate threads. So that calling a load of an asset doesn't pause your main thread, which is what happens in LE and still in your system you have. That's the main issue to try and solve.
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Thanks. I really am hoping some members of the community can take it further and start making their own thingoids to share. The more the better
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For non physics you can interpolate a number of steps between A & B and then each frame call SetPosition() along those steps. If the steps are small enough it will produce the same as MoveEntity and seem smooth.
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That's what the CEGUI people say anyway.
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Pretty good watch. What is it with slide shows? It sucks that our brains work better when we see the text and then listen to someone talk about it because slide shows are so damn boring. I like the statistics part about 2 to 1 vs 20 to 10. It's ok if I lose a 2 to 1 battle every so often, but it's NOT ok if I lose a 20 to 10 battle EVER. We as players are so stupid when it comes to that stuff, but it's true! If I lost a 20 to 10 I'd be pissed but if I lost a 2 to 1 I'd be ok with it. There's just something about the higher the numbers goes the more you think you should win.
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Yeah, I got the 3 gl commands needed to get this to work correctly in LE from his old post. From what I can tell he didn't go much further with the project. He was combining like 2 other things I think also. The issue I have with CEGUI is the same issue I have with almost all open source projects. It has to many dependencies which are all open source also and you have to compile them all and it's a big pain to work with and get working. My task will be to try and set some defaults for CEGUI with LE to make things easier. I'm going to try and get everything into 1 DLL and 1 lib. I plan on adding some of my own functions/class to help hide the setup of CEGUI with LE, so ppl can just use it.
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Glad you like it Pancakes! Let me know if you have any issues or questions.
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lol, this was kind of funny to see the progression of your question, to our answer, to this request Because it's a deferred renderer, the answer we gave is the way it has to be. It would probably be nice for someone to provide an object class that does this automatically. If I have time maybe I'll look into that, but I have a ton of other things going on also.
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Hmm, are you sure you can do it with EntityColor() in the transparent world?
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There is more to it because of how LE is setup. The model that you want to fade has to be in the transparent world. Then you can use the alpha value in EntityColor() I think to set the transparency. The reason this sucks is because picking is per world. So if you want this object to be pickable also you need to create it twice. Once in the normal world and again in the transparent world. By default hide the transparent world one and show the normal world model. Then when it's picked in the normal world hide the normal world model and show the transparent world model and start changing the alpha of the color.
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Here are a few more thingoids that I'm releasing so people can play around with them or get ideas from them. If you do please upload your version and share with others Thingoids My Youtube Channel http://www.youtube.com/user/rpiller1#p/a/u/0/nmiazWNm67o In the video I forgot to mention that the use switch inventory requirement property is a comma delimited field so you can require any number of inventory items to exist before it's activated. To get this example to work unzip these 2 folders into the base directory of your LE installation. Then open up the Level01.sbx file and run. Let me know if that's not working. Would love some feedback or tips or if anyone wants to check out some of the thingoids which aren't working 100% correctly. Thanks and enjoy. You need this as the main script http://dl.dropbox.com/u/1293842/Pi-Main.lua
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So after about a day of messing around with CEGUI I was able to get it working in Leadwerks. Which is very exciting! I think CEGUI should be the GUI of choice for Leadwerks, but I realize after working with it some that it's a big pain and a intimidating task to setup. There are so many different choices to choose from that it's kind of insane. The good thing about this is that it's open source. So I'm going to make a little side project to try and make the usage of CEGUI in Leadwerks much easier and straight forward. This will however add bloat and/or reduce the customization of the what code to use. However I think this is a valid trade off because I think no one uses CEGUI because they think it's complicated (and they are right). It also has LUA Support! I think if we/I can get CEGUI working easier with Leadwerks it an be the GUI of choice. No more need for all these custom GUI's.
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This is very cool and I want to buy your game when it's finished. My only criticism would be that you can't be anticipatory with what you have. For example when it says I need to light the fire and let's say I already saw the matches, I should have been able to pick up the matches right away and just use them whenever. I can imagine it being kind of a pain seeing something and knowing that I'll need them but having to go to this other objective to activate the item I knew I would need anyway. Just a thought, but keep this up. I should just release what I have for my stuff, because it might provide you with some more cool stuff like opening doors based on levers and such. I'll try to do that tonight.
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To answer your question more directly, at this time I don't believe anyone has gotten a Java version working. It can be done, but requires you (or someone else) to support it and make headers.
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I would too if it was easy to get working with LE.
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This seems to imply that you or someone was able to get wxWidgets working correctly with LE. As far as I know no one has been able to get this working, OR should I say, working with ease and not some huge pain in the but work arounds. [EDIT] Checked that editor out some. It seems pretty good, but not all the best. I think I'll try the VS way first and see how that works out.
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Very cool. I'll keep that in mind. I just have to play around with all of this stuff and see if I can get something working. As I'm sure you are aware it's not at all straight forward.
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The tools given (for free anyway) are the express edition. I'm pretty sure you can tell this shell IDE to use the existing VS C++/C# compiler/linkers. So all that would be the same, tested and proven. Then if there was a way to get BMax as an option (I know VS can handle it, just not sure if BMax is open enough to implement it). Lua can also be implemented. So now you have 1 IDE that allows you to create a project with all the supported languages. LE specific tools could then be added to the IDE also. Code snippets, etc could also all be added to this 1 IDE. For the example I'm looking at, I want to use it to create a GUI design environment. Where you have a window surface and you can drop and drag controls onto it and the actual code is behind that and works just like if you were using VS to make a .NET GUI application. That's my goal with this. How cool would it be to select a LE GUI Enabled project template, and just be able to drag a button on the window designer and set some properties and do all the coding in the same editor that is the VS editor. It also allows you to make your own language. So Lumooja can add his own language he's working on lol