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Everything posted by Slastraf
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If I think about it we could go more abstract and extensively use brushes and less terrain. That would create its own art style. It was originally my Idea from the what type of game thread but I haven't made a map yet, just finalizing the third person controller script.
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I am the blender guy of our project if it comes to stuff like this I have extensively practiced 3D hard surface modeling. A low poly terrain could easily be done even in a few minutes , depending on the size and so . But I am again stressing that there should be a mayor map the player goes back to to travel between levels. ____________________________________ As for the terrains or map size I also think we should keep them relatively small, and not bigger than one or two km^2 . But many different maps each map designer can put his / her ideas into and one big level that serves as hub for visiting different areas of the game. I agree that maps should be made by one person usually.
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I think we should not make any restrictions. What I mean is that we could use some islands in the sky and bridges etc between them to unlock new portals that each put the player in a new situation. Like that we could have any type of level we want to do ( I wanted to do a cave and also a post apocalyptic mini city and so on ) EDIT That way I would already have a small lore in mind.. An hero like main character can use heavenly portals to save the earth or something.
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We could use this as a template: https://docs.google.com/document/d/1-I08qX76DgSFyN1ByIGtPuqXh7bVKraHcNIA25tpAzE/edit?usp=sharing
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how can we make a game logo if we don't even know what gameplay we're going to have ? Top most priority right now is a good game design document that includes most of the ideas of the "What type of game?" thread. I don't know how we should make one, if we talk trough voice or something ? We could make a meeting.. For example this and this or
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Everyone make your own map to test things out, generally don't modify anything if its not by you that way we can prevent losing progress.
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I am doing the third Person lua controller Third person controller - [] - adopted by one person
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Hello I have a character model childed to a pivot with character physics, and I use SetInput() to move the character forward depending on how the rotation of the char model is. Their position is at the exact same place so it should actually work similar to the fps script, but it doesn't work so good. Take a look at the following video that demonstrates what is happening:I think its a small math problem, but here is the part of the script that controls it: self.entity:SetInput((self.character:GetRotation().y-90), playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, false, 50) -- note that the "-90" exists because the playermodel needs this offset to look forward if window:KeyDown(Key.Q) then self:addRotationOnY(-2) end if window:KeyDown(Key.E) then self:addRotationOnY(2) end --================================= function Script:addRotationOnY(params) local currRot = self.character:GetRotation() self.character:SetRotation(0, currRot.y + params, 0) end EDIT: this fixed it: local addRotation = 0 if window:KeyDown(Key.Q) then addRotation = -self.rotationSpeed end if window:KeyDown(Key.E) then addRotation = self.rotationSpeed end self.entity:SetInput((self.entity:GetRotation().y+addRotation), playerMovement.z, playerMovement.x, jump , false , 1.0, 0.5, true, 50) It is a workaround because one cant change an entities rotation if it uses SetInput with SetRotation()
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I might use linux for this
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Okay then make one , please. I don't want to wait so long and would rather start this Friday Edit: I scrolled too fast
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Honestly, I don't think it will work so well without using third-party software. You will have at least about 1000 requests. The thread is sorted chronically, and you have at least about 100 - 1000+ requests. Some of them are trivial throughout the project. How will you manage the priority between them? How do you find a plan of what parts of the game to make at what time? And then everyone just does what they want? Because that will lead to >50% of our team going on because the work can be hard and they don't know who they're working with or whether the task is important at the moment. I see why this art of communication can be good and it may work , but I don't think in the long-term.
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Im up for the 3rd person world exploration game. just throwing in some ideas: Pixelated surreal look and feel, with many but not so bright colors and sharp low poly models. Good but simple real time lightning and moving scenery stuff. Terrain to move on is made to look like actual terrain , but has mainly only flat surfaces. (but still different heights and so on) Doesn't necessarily need to be an open world rpg, I'd be fine with "Levels" , but which are in itself very explorable and don't force the player to move forward ( It would also be easier to chop the whole project down into microtasks ) Weird "cosmetics" that fly nearby or are worn by the player which are an indicator of what he has achieved. Also could buff the player's stats. Point of the game: It could be a little bit like mario 64 (have never played it) but the concept of having a level where you can choose what sub-level you want to go in is cool. And also that you need to have some type of currency (stars or cosmetics ..) that unlock new levels. Inside each level you could fight against or talk to enemies, and just let yourself immerse into the world. Example: The player chooses to go inside a cave which he could open by burning away the bushes with something that he found before. finds himself in a pit, and on the bottom of it there is an stranger who has been in there for a long time and can't find out. [...] Player helps the stranger but now he has full energy and is actually very evil and was in a prison or something. Fight. The player uses his ward to fire a slow moving projectile which follows the stranger and hits him, and then goes behind a stone which gets broken by the former but now the player has not much cover, and uses his ability to push a stone from the ceiling down on the stranger. ... Example 2: Now on the surface , the player finds an old run down building made out of stone with many windows. He joins a conflict between the inhabitants and mutants , and forces the mutants to go back into one of their l holes which sunk in from nothing from time to time. Gets rewarded a new ward from the inhabitants who can't use it for themselves. ___________________ How we should start Make a short design document about your game and join this poll . Make any third party managing/productivity software ( I would be for Trello ) keep up-to-date. I think I will make an own thread for organisation stuff. How I would want to take part in the Project in that order : Lua/c++ Programmer, Modeler / Level designer, Story writer, organisation Sorry for language mistakes, I wrote this pretty hastily.
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So you need something big calculated, but not in real time and in the background. Even if you calculate it every 60. frame , there will be lag on that frame, because the renderer is going to wait for the calculation to finish (most likely). If you use c++ I urge you to do efficient Multithreading. Make a second thread (not in this forum lol) and let it run in the background, for a few frames with less lag , and if its finished it passes some arguments back to the main program. Maybe a list of vectors to make many Ai agents go toward or something. If you want to use Lua only, and no extra c++, then I would resketch your program (part) and split the huge calculation into smaller ones. Its probably not the processor who is too slow, you just have inefficient code.
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got back to it and just joined then seperated both objects in blender, kinda made it work. But it shouldnt happen nonetheless
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https://youtu.be/zUxOFRnMb5E As one can see from the Video , the Workshop window cannot be moved out of place when It is out of Window Bounds which happens. I am using a Laptop and WIndows 10 has a setting where a window gets upscaled automatically because the Screen is small but has many pixels. //Edit : It may be a small issue and not worth fixing, but if the Window at least appeared in the middle of the screen that'd be great
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I want to import a model that had previously many Modifiers in Blender, but all applied and looking good inside the program. However, if I import them as .fbx into the Engine a part from the Model's Hierarchy is broken, and has a too big scale. I think everything else is fine. How do I fix this ? I already used the reliable apply scale, rot and pos in Blender but it didn't work. Below some screenshots of the problem.
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I solved it by using Math:Lerp earlier , and the +90 degrees are the offset from the imported model.
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--Rotate local otherRot = self.otherEntity:GetRotation(true) local camRot = self.camera:GetRotation(true) if(otherRot ~= camRot) then self.otherEntity:AlignToVector(90, camRot.y, 0, 1) end I want to rotate an entity to match the camera's rotation on the y axis. However, when I use this exact script, it just sets a random rotation when I look more or less than 0 degrees on the y axis. How can it be fixed ? The Api reference to this has a broken script, it looks like this, btw : light->SetRotation(35,35,0);<br /> <br /> //Create a model<br />
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If I were you, I would start with lua first. It is more beginner-friendly.
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I will join the community projects the second they open ^^ Btw , for the racing game... I posted a thread few weeks back and comments said it were hard to make one in leadwerks or its close to impossibility because of the physics engine or so ?
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Leadwerks crashes loading the following model
Slastraf replied to Slastraf's topic in Leadwerks Engine Bug Reports
it happens when you overwrite a file and its in any way still in the editor -
Hello Leadwerks Forum its me again. The guy who releases too early Theres going to be a new game inspired by the Polybius pasta in the player soon. I just wanted to explain the core mechanics of the game and why it is more important than my free time. For some time, I have developed games on other Engines but the tournament got me back to my haven again ,where I am the most confident with my skills. This is why I can try new or more absurd game Ideas like an "intense psychoactive and addictive" effect provoking retro game. But with less focus on the "psycho" and more on the caffeine effect . Of course I run into problems because leadwerks is not made for this wireframe look or twodimensional games, so I dropped it already ... Just kidding, (no really I did but troughout the day more fixes came to my mind) - like using transparent images for rendering them instead of trying to make a skybox background which itself is also wire... you get the idea. THE GAME !: The game is split into multiple minigames.All have the feeling of an arcade or retro game from the 80's , but who am I to know how they really were like . For example, if you "loose" at one of these, it automatically switches to the next endless minigame which gets harder and harder with more movement and colors. One of these games, which will hopefully playable at the end of the tournament is almost done to its core. Its an wormhole simulator in which the player travels with a spaceship and needs to gather blue cristals which differ from other objects that you are not allowed to hit: (outdated)
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When I put the .fbx in the /Models directory , it makes the editor glitching out by opening the view for this folder. It also crashes when it loads in the scene (Axcess violation). The model has no faces, just edges because I only use it for wireframe view. The topology therefore is a nightmare but for my game it should be good. It may be crashing because the fbx is odd but it shouldn't happen after all. Maybe its also the wiring up in the code (used in prefabs and loaded in game runtime) and after remodeling it without updating the fbx. sponge.mdl sponge.fbx
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Draw Image behind everything rendered similar to skybox
Slastraf replied to Slastraf's topic in Programming
found a workaround, if you place a tree far away for it to become a billboard it has the same effect so you need to apply it //EDIT it wasn't the billboard but the polycount of it :/