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Rick

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Everything posted by Rick

  1. It could be. I hate screwing around multiple days with **** like this. I'm bringing my PC into MicroCenter today (where I bought the gfx card) and having them getting me walking out of there with a working better gfx card one way or another.
  2. Does anyone know how to look at how much power each "thing" is using? I could probably figure it out if I could see that if the power supply is the issue.
  3. Yes, it's gfx card which isn't telling me much about the details as to why I'm getting the beeps. Was hoping for some ideas.
  4. @Ma-Shell Update link. As far as I can see it only has 1 6-pin power supply. The same as my current card and that works fine. My power supply has that coming from it so I'm not using the converter cable from 4 to 6 that some have. @AggrorJorn. If I plug my old card back in it works fine. I wouldn't think my PC RAM would affect the gfx card would it? If you mean the gfx card RAM it's: 6GB GDDR5 but I wouldn't think that matters as it's on the card not the MB.
  5. This is my motherboard: http://www.gigabyte.com/products/product-page.aspx?pid=4237#ov This is the new gfx card I got: https://www.zotac.com/us/product/graphics_card/zotac-geforce-gtx-1060-amp-edition I have a 500watt power supply. When I plug in my new card and turn on my PC right away I get 1 long beep followed by 3 short beeps and it never boots. Even the bios does not come up. The mobo has the latest BIOs on it (F2 in 2012). Everything in the specs says my board should be able to handle this card. Does anyone have any ideas?
  6. You can just use the bounding box and make your own that doesn't use the physics engine. That game most likely doesn't use a real physics engine. If you google sides rolling logic for 2d games it would be the same idea a fairly easy really.
  7. I blame shoddy error handling for that
  8. Rick

    2D clipping

    The couple differences from yours to mine that I see is: - I have anchoring in mine which is really handy. - I've incorporated tweening in mine so I get some cool slide in/out and scale effects. Makes the UI really come alive I feel. - Mine is basically all image based vs draw commands. Looking at some controls it doesn't look like you have them ready to go with images. Some you do but most seem not to be. I'm really adamant that images be used for almost all GUI related visuals so it can easily be themed outside of code. I can't stand the HL style GUI. I need more flare in my GUI's I really really want to make an editor from nw.js with my GUI but just need to find time. An editor would be huge to speed up adding elements to make the UI of a game. Doing it all by code sucks.
  9. Rick

    2D clipping

    Ui stuff. It's always handy to have for that.
  10. Rick

    2D clipping

    Are you hoping to have it more part of the normal 2d drawing functions?
  11. That's doors. How does that relate to what this person is asking about? It's also 10 mins long. Too long I think. We live in a world of 2 min clips of everything. Videos have to be short. I get that now. You have to jump in, get the jist, and jump out. A lot of times ppl just need to be pointed in the right direction on the idea in said engine. How do I make health? How do I make a trigger and what can I use them for? How do I get Resident Evil 3 camera setup? How can I shoot? (Simple raycast) What is a raycast, what uses dies it have, and how does it work in Leadwerks. Basically a video per function in LE and where/why would you use it. The current text per function is handy for syntax usage only really, which I use all the time so keep that , but why would you use the function is just as important. Once you get the idea in the persons head they'll be more likely to dig in and try. It doesn't have to be so complete and thorough at the starting stages of a new user. If I look at a new engine I'm looking for how that engine does things. I want to trigger something. That should be able to be explained in a 2 min video and if it can't then the API needs work. I say this specifically for triggers because I think LE lacks on enter/leave idea. You have to code those ourselves which means you spend the entire 2 mins explaining that which is wrong. Every game has doors. Why is that a 10 min video and a ton of text to explain that? I'd say that hints that maybe the API is lacking in door functionality or maybe the video can be more to the point? Is there a Leadwerks YouTube playlist of tutorials like that? Is that emailed to new users or posted everywhere pointing them to that? Having a vs like start to the editor like you said would be a great place for that.
  12. I think that's clearly this users ideal (who would say no to that) but it sounds to me like this user wants to hear how things are generally done in Leadwerks. For example it seems to be a common thought that you'd have many cameras in your scene for a game like resident evil 3. It's helpful for a new person to hear that you would really only have one camera pretty much always and that pivots can be used for placeholders for all sorts of things, including cameras. Triggers and how they work and explain what they could be used for too. He's explaining the documentation is lacking. I don't view documentation as just "here's how you use this function" but also why and when would I use said function/object as related to various common game ideas. He mentions YouTube too. That's more people looking for YouTube tutorial videos. I'm tempted to make 2 min videos on various topics as I think that's what a good number of people want. If anything it puts more presence of Leadwerks on YouTube.
  13. That isn't really what ppl think when you say 3rd person camera but that camera system is easy just tedious to setup. What I would do is place triggers at each area you want the camera to switch. Then place pivots and rotate them as placeholders for the one camera. Link the pivot to the trigger. When the player hits the trigger it looks for the linked pivot and uses its position and rotation values to set the global cameras position and rotation. The hardest part about making a game like that is the art, level design, and story. The coding for a game like that is pretty easy and Leadwerks could do that very easily.
  14. Rick

    2D clipping

    Was the ability to clip 2d drawing within a rectangle (or many) added?
  15. I really wish the map was in text form. It would open up more doors for us making functionality, like this. This would be cool and scripts that have syntax errors or runtime errors would just be ignored so the game can keep running but of course tells us of the error. Not holding my breathe but it would be cool.
  16. If the videos were about 1 min long and focused on 1 specific topic I think video tutorials would be easier personally. You can often show what needs to be done faster than reading. It would make it easier to update/replace those videos when things change too. I think as a creator it's easier to fire up the editor and record a 1 min video showing something than writing the same amount of information that you can convey in that 1 min.
  17. "For some reason the highscores get updated with whatever value I give, and sorting or value type are not affecting it at al" What do you mean by this any why is it bad that the values get set to what you want?
  18. Rick

    Anatomy of a Bug

    From some stackeoverflow: If the value is outside of [-1,+1] and passed to asin(), the result will be nan divide by zero would produce a different bug but getting a nan I would have to think is because of sin/acos function calls and something they don't like having passed to them.
  19. Rick

    Anatomy of a Bug

    Usually when a bug happens in release but not debug it's a failure to initialize a value since initial values can be set differently between debug and release unless specifically given a value by the programmer. I know you figured it out but in the code you have where are the standalone x,y,z,w variables defined and initial values set?
  20. I was confused because normally Load() doesn't get a handle to an existing thing but loads a new one but shaders must work differently.
  21. If I have a post effect shader assigned in my scene on Root, how do I get that so that I can manipulate it's value with SetFloat("var", value)?
  22. So if DEBUG is true and those keys don't get set and it's not enabled, calls to it won't error out? They are ignored I assume?
  23. Yeah, the dissolve shader is what we did and it worked great for this. Also make sure you set the collision type correctly so you can pick through that model (if you are using a mouse to do that).
  24. I have the below in a script in a scene and it does not draw a rounded rectangle. It makes a line at the top of the rect to the top left of the screen. function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetColor(Vec4(1)) context:DrawRect(100, 100, 100, 100, 0, 2) end
  25. Have you tried that radius value from Lua? A value of 1 gives me strange results where the top line of the rect is there but then it points to the top left of the screen (hard to explain). A value higher than 1 doesn't draw the rect at all.
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