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Everything posted by Rick
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I'm shocked that works as Turn doesn't show taking a vec3 in the docs. Maybe that's why? http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entityturn-r29 Your first App Loop code has you using Turn() but your example doesn't. Which is it? Using Turn() or not?
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Look at the CollisionTrigger.lua. You'll see that inputs have a --in at the end of the function. That tells the flowgraph to include that. You can also see how to get outputs. It's something like CallOutputs("Outputname") or something like that. Just look in the CollisionTrigger to see these examples and then apply those ideas to your script.
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Oh, so Set is actually completing it if it's more of a boolean type achievement, and increment if it's a progress type thing which would complete automatically once max value is reached. Can we create achievements for our workshop games? Guessing no but thought I'd ask.
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I'm confused. I assume SetAchievement() actually create an achievement? If so, then each needs a max value doesn't it? If not, then what does SetAchievement() do?
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How do you know what the max value is for the achievement? Wouldn't we have to set that per achievement?
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I do lessons over skype so it might have been me someone told you to contact. I've also worked with networking libraries so I can help with that as well in a training session if you're interested. Networking is a fairly complex topic but I use RakNet for my networking library. I find it to be easy to use and very robust. https://github.com/OculusVR/RakNet LE doesn't have anything built in for networking at this time so you have to use some external libraries which generally means getting into C++ (not sure if you know C++ or not).
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It'll be interesting to see what you come up with without using coroutines. I can't even imagine in my mind doing it without them.
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You should be able to put place pivots as markers and move the actual camera between those all. Side note, you might want to look into coroutines for cutscenes. They can give a nice and easy way to manage sequential things like in cutscenes. With a coroutine function you can have code that reads like: MoveToPointAsync(...) PlaySoundAsync(...) ShowText(...) etc. for your entire cutscene. Which is much better than managing the state of everything on your own. I have a cutscene entity script that handles managing some of this stuff. The coroutinue function is what ends up being in it's own file having it's own function and what gets ran for the cutscene.
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So how does one clamp zooming then as I suppose that's the next question when zooming with a 3rd person camera. I notice the z value keeps going so simply doing a max/min on the position used creates a stickiness. I suppose maybe reset each frame or keep an offset. Although window:SetMousePosition(x, y, 0) doesn't seem to actually reset z to 0.
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if self.saftey == false missing a then at the end
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And Shadmar!
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You'd have to ask those people. You don't NEED to know how to program to be an animator. Knowing how to program will never hurt you though and can only help. It's one of those skills I think everyone should have, but you don't need to be amazing at it and to be an animator I wouldn't think you'd need to code at all.
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I'm still unsure of what you are trying to do. You are trying to code models with OpenGL? Nobody does that. They use modeling software to make the model and then you use OpenGL or game engines to load those models in. You have Leadwerks so if you just want to load a model then just use Leadwerks to do that. It takes about a min to do that and place it in your scene. If you want to code models how does that help your brother? If you want to build a modeling app then again, way too big of a task for someone at your skill level. However, I'm really not following what you are actually trying to do here.
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Are you implying that you are going to write an animation application? Wow, seems like a rather big task. This just seems strange to me. Get him to use Blender. You aren't really doing him any favors by writing a custom animation app that won't transfer to any other job because it's an unknown setup. If he wants to be a Disney Animator then get him to use Blender if he can't afford Maya or other modeling software packages. There is no way, no offense to you but most people here couldn't either, including me, write an animation app that would come close to those other professional apps that already exist. Most people find Python to be good. I personally am not a huge fan because I don't really like having formatting affect the code, but I can see why some like that since it brings a structure to the language. If you are new to coding, which it sounds like you are, then learning 2 languages will only confuse you. You might want to give C# a try first. It's very C like, but much easier to learn than C. You can download Community Visual Studio for free online. However, coming back to my first part of this post. If you think you're going to write an animation application with raw OpenGL given the skill level you are at now, you are way in over your head, I think.
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If the script is what's passed in then just do: if player.health M okater,maxHealth then No need to go back to the entity and then back to the script again.
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The player parameter must be nil which means whatever called this Use function didn't pass a valid object into it.
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What kind of advice are you hoping to give your brother by learning OpenGL? Also, when hank says "modding the engine", it's a little misleading. When you use C++ you aren't really modding the engine per say. I think what he means is that with C++ you can bring in other C++ libraries to use with your Leadwerks game. Like one for networking, or a GUI system, etc. So really it's just combining different C++ libraries together. You can do that in Lua as well with Lua libraries though. There are just more C++ libraries, but there are quite a few Lua libraries I'm finding out as well. We are just saying that if you wanted to get the max use out of Leadwerks it would be easier and quicker to use Lua. It's probably not going to help you with C that much. Also note that you don't need to use C++ to make games with Leadwerks. You can use straight C if you wanted to.
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Learn Lua if you ask me. You'll be a lot more productive right off the bat in Leadwerks with it.
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We are hoping to do a Greenlight in a couple months. Yes, the navigation is custom. It's using A* pathfinding. The terrain has a virtual grid over it and we use a tweening library to move from point to point so it's smooth. Thanks for your feedback! 1. Great idea! 2. The idea is that this is a builder type of game. So to build up a fire you have to drag logs onto it. After 2 logs you then drag the flint onto it to start it. Now you keep adding logs to keep it going. The idea will be similar with other buildings we'll bring into the game later. 3. We'll check out the radius of when you are allowed to pick up rocks 4. We'll look into this. 5. Yep, those kinds of basic controls (volume, resolution, specs, etc) are for sure on our road map, but they require our GUI to be more advanced right now. It's something we'll for sure do before we release on steam. 6. Interesting idea. Will have to think about how to better show this. Thanks again for all your feedback! We love it!
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Do any games (non LE games) have this issue that you can tell?
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Are you looking for the player to rotate this or doing it on your own? This is basically 3rd person camera control with no limitations on it. If you place the camera at the same position as the object it's rotating around, then rotate the camera in whatever direction (x and y usually), then Move() the camera backwards (Move() in LE is relative to the entities rotation so a negative value in the z parameter would move it backwards) then you could get this same effect. It's what a lot of people here do for 3rd person camera functionality. No need for much math at all on your end. Note that you are doing this all in the same frame and you'd keep the rotation value between frames of the camera and just add/sub the value. If you're looking for a nice smooth rotation that the player isn't doing, then look into the lua tween library below, and it gives you that. You'd use it to tween the rotation values over time. https://github.com/kikito/tween.lua
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I get it now. So I can code to a specific res and it'll scale for me no matter what res. I've seen games that allow you to universally scale the UI too. Think something like that could be added? Like it auto scales and that would be 100% but then from the result of the autoscale we can provide 1 scale value which is a % from the 100% (normal autoscale)? That might be handy to give players some freedom. http://cdn1.eveonline.com/www/newssystem/media/2783/3017/Esc_Scaling.png http://cdn1.eveonline.com/www/newssystem/media/2783/3017/UI_Scaling_01.png
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I guess I don't get the changes you've made. So if I pass 1024,767 to CreateGroup() it works, but buttons are stretched with a 16:9 ratio. If I change the values to CreateGroup() to 1919, 1079 then when I test with 1920x1080 the button's placement is not where it should be. It's way to the left. self.group = THUI:CreateGroup("hello_world", self, THUI.AUTOSCALE, 0, 0, 1919, 1079) local title = THUI.Label:Create(512, 50, 0, 0, "Hello World!", THUI.CENTER, THUI.MIDDLE) title.font = Font:Load("Fonts/arial.ttf", THUI:Rel2AbsY(32,767)) local button1 = THUI.Button:Create(512, 300, 200, 50, "A button") button1.font = title.font self.group:Add(title) self.group:Add(button1) THUI:Activate("hello_world")
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That looks a lot cleaner now. That's nothing compared to Win32 programming lol. Honestly it's not that bad and we only have to do it once per group which is not many compared to the controls we'd have potentially. Let me know when it's updated and I'll check it out.
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What about windows/panels that contain these widgets and the pos/anchoring is relative to them vs the screen? Or maybe everything can be relative to the screen as long as you position elements that look like they are on top of a window/panel. Just curious, why have the users call the THUI:Rel2Ab*() functions at all? As I'm using this, it seems a little tedious and not needed when you can call it behind the scenes for us and we can just pass in values since we would want these to be converted all the time wouldn't we? The entire point of using the lib would be because it handles screen/aspect for us right? [EDIT] This doesn't seem to work through different aspect ratios. I know you have the default width & height variables and I can set those, but it may be a good idea to have defaults for each aspect ratio maybe so the users of the lib don't have to worry about figuring out which aspect ratio they are in and then setting these 2 variables based on that? Just an idea. I love this library and am going to be using some ideas from it in our game and will probably modify it to do some of these things but just want to give feedback as much as I can as I'll be a big user of some of the functionality from it. Some of the more rare screen resolutions don't seem to work that I can see. 1280x800 (8:5) works for sizing but positioning is off, even when I set my default w/h to 1280x800. I bring that up because that's what the LE game player allows players to set as. There are a few strange ones that I think would be troublesome. How would these be handled?