Jump to content

Rick

Members
  • Posts

    7,936
  • Joined

  • Last visited

Everything posted by Rick

  1. Block out your level and triggers is what I think is the basic usage.
  2. When I click the debug play button the game window never comes up. The red stop button gets enabled but the game never launches. Anyone else seeing this?
  3. Yep I've had that issue too. The whole debugging can get strange if you step through complicated tables. Sometimes it seems to sit on the same line as you keep stepping then eventually it goes. Debugging coroutines doesn't work and I don't think breakpoint work correctly in our own "classes".
  4. I'm able to work in offline mode from steam.
  5. I'm not. Holy ****! Josh pinned something. You should feel very lucky Thirsty Panther.
  6. That's why you'd have to lend a hand in helping the community figure out your debugging network commands. Most of these 3rd part IDEs are open source and we could add the networking part to them to get the debugger working.
  7. I avoid the Hit functions generally and use the Down functions with my own Boolean for that specific case instead. The Hit functions have a few "quarks" that I don't like and often burn me.
  8. I tried looking a few weeks ago but I couldn't find it. Mack knows how to rub the le search better than anyone I know maybe he can help
  9. The ctrl-arrow thing drives me nuts! That's my primary means of navigation and it gets me every single day. At one point josh posted the network code to the debugging but I didn't have much time and he didn't provide any details on it so I didn't do anything with it. If he provides more context around that and then provides a way to launch our own editor from the le editor then we could make things more flexible by doing our own integrations. The lua editor is not what makes le special and if anything holds it back. It's not a joy to work with and if he helped this community with just information around the debugging and the ability to plug in our own editor exe it would go a long way with minimal effort on his side. Make it happen josh!
  10. I like what josh does with little challenge specific prizes. Poster or bumper stickers are a good idea. Maybe a pin or something. Just need to find a designer.
  11. Rick

    Clearing up Baggage

    That's pretty neat. Coliving.org gets pretty hippy/new age with its desc lol
  12. Rick

    Clearing up Baggage

    Isn't that just called "having a roommate"?
  13. Rick

    Clearing up Baggage

    Get married and have a couple kids and most of this gets blown out of the water
  14. Generally the way ppl do this is by checking the entities "name" key. If entity:GetKeyValue("name") == "player" then else end Then in whatever script you have attached to your player you set the name key to "player". If you are using the player script that comes with le I think this is already set for you.
  15. Rick

    Slogging On

    That's why rpg maker does so well I think. The newest one was on sale so I got it and looking through it I see they made this one on Javascript and node-WebKit for the desktop running of the game. It uses pixi which is an open source webgl library and they only use 2d stuff which is faster with webgl. The entire library itself is open source in Javascript. However they used those details to make a highly modable rpg game and ppl love it. Their editor and them coding the games systems already and allow those systems to be modded is why it's so popular with the masses. You can make a few changes and have a game up and running. The initial investment is low to get something up and running. However because it's all written in Javascript and open to see the source of the underlying game an experigenced coder can really do whatever the want in there. They make their money from the editor and the existing game framework (not api).
  16. Rick

    Slogging On

    They will love it too. Leadwerks is by far the easiest engine to make 3D games with all around. From level design with csg to scripting with Lua and the nice and simple api.
  17. Yeah, UpdatePhysics might be called more than once per cycle or not at all per cycle. My understanding is it tries to keep the constant 60fps rate no matter how it has to do that. UpdateWorld just runs once every cycle/loop.
  18. I created a cinema like library for one of the games I worked on but at the current stage it requires coding. It uses coroutines which lets you code the script top down as you'd like the thing to happen and not worry about state or loops. My goal was to create a visual interface over the code but never enough time ya know . If you paid me $5,000 I'd do it j/k.
  19. I don't doubt you and with the lines I see but for my own brain I want to explore this more. Shadmars line doesn't seem to go straight threw his head. It looks like is out his back. Scaling up the y value in 3D space I would think should always make the line go through his head. If I place a pivot at his head vs starting at his feet and moving upward in 3D space to the exact same point of where the pivot would be then those 2 3D positions would be the exact same and projecting them should produce the exact same 2d point right? So would another way of looking at this be that unique y scale values per character so that it goes up right to their heads be another way to fix it? I won't be at my computer for the rest of the day but just an exercise for my brain to understand this. With your line over Shadmar reducing the y value doesn't seem like it would ever go through his head but I'm guessing it would because of the perspective. So if we were to slowly draw that line base on slowly moving upward the y value is 3D space we would see it slanting to the left the higher we go? I'd that right?
  20. I'll create a pivot for the character prefabs at the exact point where I want this but I would think that's the same point that's happening when I add the y value to the 3D position so if think I would get the same result when its projected to 2d right? On a side note I would have thought projecting 3D to 2d would handle this fov issue.
  21. I've had this issue before and just let it slide but curious if people have ideas on how to fix it. When drawing 2D health bars (or using Sprites it seems as well) when the camera is directly behind the character it looks centered just fine, but characters off to the side of the camera the bars don't look centered. The same idea seems to apply to Sprites where they don't look perfectly aligned when off center of the camera. I'm curious on ways to fix this. Number wise things seem to work out fine but visually it doesn't look right. Code wise I take the character position (center of it's feet) and add a value to the Y value to move it up towards the head. Then I Project() that position to get the 2D position. Then I subtract 1/2 the width of the rectangle for the x value to center it and then draw. In the screenshot you can see I'm directly behind the Rick character and it looks fine, both 2D rect and sprite name, but off to the left you can see how things don't look aligned correctly. It almost seems like to get it correctly you'd have to work with the final screen and then figure out where to draw things but not sure how one would do that (sounds like a post effect but seems odd to have health bars as a post effect and not sure of the issue of getting that post effect the correct data). Does anyone have ideas on how to get this to visually look correct?
  22. Buffer class isn't documented on the site, what are those parameters?
  23. I knew you were the one who did it . Thank you.
  24. I know there is some post on how to use DrawText onto a texture I just can't find it. I'm looking to draw texture onto a texture so I can use that in a material that gets applied to a sprite, but can't find any posts on drawing text onto a texture.
  25. Scaling a sprite in the editor doesn't seem to change the size. What determines the size of the sprite then? It looks like a plane in the editor. I would assume we'd be able to scale the plane.
×
×
  • Create New...