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reepblue

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Everything posted by reepblue

  1. Try creating the camera after you load the map.
  2. If Josh releases a press kit, you could easily make one yourself.
  3. reepblue

    Crash Course 11

    10 months after this shot. https://www.ultraengine.com/community/gallery/image/2032-cyclone-work-in-progress-map/ Steam: https://store.steampowered.com/app/18... itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Cyclone is a puzzling first-person action-platformer from the creator of the hit Portal modification, Blue Portals. Solve a series of perplexing puzzles by placing gravity-bending vortexes in the world. Launch objects, redirect projectiles, and fling yourself across the room to reach the exit! Due for Early Access Q2 2022!

    © 2022 Reep Softworks

  4. What you could also do is create a shader that allows you to change the paint color without effecting any rust or the valve wheel.
  5. You can rely on the headers to cross check. I pretty much learned Leadwerks by looking at the headers and experimenting.
  6. reepblue

    Waiting Room

    Nevermind, I'll be using an inexpensive color grading effect for the final release.
  7. reepblue

    Waiting Room

    I don't include any post processing by default to ensure maximum performance. (I also really don't like SSAO.) It's just lights and the GI probe. There is a json file for users to load their own stack of shaders - similar to Ultra Engine.
  8. The world clears every entity in memory tied to it. You can load your model in the start function and then hide it. Also Copy() is slow. You should use Instance() if you're not going to change the model's material. It's ok for Model:Load() to load the same model multiple times in multiple scripts.The engine will just instance existing models in memory. if you think it's inefficient for the engine to be unloading and reloading assets you know will be in every instance of your game, what you can do is precache your commonly used assets in a completely different world to keep it in memory. You would just rely on Model:Load() to make a new instance. You would do this by making the "junkyard" world before your main world, load your common models and then create your game world along with using World:SetCurrent() to ensure your game world is current. Memory management is really confusing to figure out as the engine tries to do everything for you without it being clear unless you ask Josh directly. This should be resolved in Ultra Engine with the use of smart pointers. I should probably write something up on this even though Leadwerks will be shadowed by the new engine within the upcoming months.
  9. I could understand if this was a laser cube like in Portal 2, but why do you need the ball to rotate? You should be getting the vector of the player direction with Transform:Vector and applying velocity based on that. Going from your code, try: local item=Model:Load("Models/Misc/damnbeachball.mdl") local pos = glo.player:GetPosition() item:SetMass(0) item:SetPosition(pos) --item:SetRotation(glo.player:GetRotation()) -- < You can possibly use PhysicsSetRotation, but it's a deprechated command. item:Move(0,.3,-.2) --- line up to his hand bone local seems to be off and i cannot find any damn Tformvector commands in le item:SetMass(1) --item:SetVelocity(0,0,-10,false) -- Throw the object way from the player local force = Vec3(0,0, 10) local v = Transform:Vector(force, glo.player, nil) item:AddForce(v) Not sure what kind of game you're trying to make but you should be loading that model once on Start() and then instancing that reference. Don't call Model:Load during runtime or else you'll have hitches.
  10. This code should be safer. You also had a capital F for your custom function but that could have been due to auto correct. Script.box = nil function Script:Start() --small box self.box=Model:Box() end function Script:UpdateWorld() self:MonitorBox() end function Script:MonitorBox() if (self.box ~= nil) then self.box:Turn(0,1,0) end end I also don't like Lua because everything can be running fine until a random function triggers and crashes the app. This is one of the reasons I use C++.
  11. System:GetProperty() is a fetch function to obtain a command parameter that's passed through when the application starts. The editor launches with your app +map "Maps/<path_to_map>" every time you press the play button. You only want to use System:GetProperty() on the first load. With traditional loading (ie: Clear the map and load a new map), you would clear the world with a loop for safe results. Don't take this presto code for granted as my Lua coding is rusty. local currentmap -- Call me in the app loop function WorldLoop() if newmapname ~- nil then Time:Pause() world:Clear() Map:Load("Maps/"..newmapname..".map") Time:Resume() newmapname = nil end end function ChangeLevel(mapname) newmapname = mapname end -- Example function function ChangeToLevel2() local lvl2 = level2map ChangeLevel(lvl2) end For your streaming chances, you're better off loading sections as prefabs. Prefabs are derived from the entity class so you should be able to use the Show and Hide Commands. I haven't touched this but you don't call Map:Load() again. You would think it would just dump all the data in the world but it seems to mess up the buffer and everything will pop up as brighter. Can't be sure without looking at the rest of your code but you would create the "main" particle in the start function and then create the instance when you need it at an event. It could be possible that your emit cache class is getting loaded after your script making that call. Hope this helps.
  12. Entity types. Things like the Source Class, Joints, and assets will remain after the Clear call.
  13. I didn't expect you to get back to me after six months. 🤪 FYI, you can also manually update the steamworks library on the stable branch without issue. This is why Steam Input works in Cyclone.
  14. Reflections on dynamic objects isn't really needed for most applications imo.
  15. Cyclone is due to ship by June. https://store.steampowered.com/app/1803590/Cyclone/
  16. Using professional software doesn't automatically make you a real game developer. After getting very comfortable with Illustrator, I find it more valuable to master free, multiplatform software with brownie points with it being open s source. FOSS allows you to download any version at anytime so if you don't like an implementation, you can always grab the version you liked the most. Multiplatform support prevents you from being chained to a specific OS. I switch between Windows and macOS and I hope one day to develop my games using Linux as my main OS. That goal is now more achievable because I use things like Blender and Gimp. If X software ends up working better for you for some reason, that's ok. It's why I don't use inkscape and elected to pay for Affinity Design instead. To answer your question, you'll probably get away with pirated software but it's probably not a home run idea if you plan to start a business.
  17. Disable the mass when the platform reached it's destination. You also should be using the slider joint. See the platform and sliding door script included in the base template.
  18. Is the camera a child of the player? Make sure the camera is updating it's position and rotation in the player's UpdateMatrix/UpdateWorld functions respectfully. Having the camera be a child of something causes weird things to happen.
  19. For textures, Textures.com has been very helpful to me. This resulted in HL2 like textures, but that's good enough for me. I also used Affinity Designer for Vector stuff, but you could also use InkScape. I don't because I learned vector art with Adobe Illustrator. Vector programs are nice to make icons and logos. With Ultra Engine, you could use it to make HUD elements.
  20. Nice. We'll be here if you need anything. Good luck!
  21. Multiply by Time::GetSpeed().
  22. reepblue

    Waiting Room

    Steam: https://store.steampowered.com/app/18... itch.io Page: https://reepblue.itch.io/cyclone Discord: https://discord.gg/Hh7Ss9fWaW Cyclone is a puzzling first-person action-platformer from the creator of the hit Portal modification, Blue Portals. Solve a series of perplexing puzzles by placing gravity-bending vortexes in the world. Launch objects, redirect projectiles, and fling yourself across the room to reach the exit! Due for Early Access Q2 2022!

    © 2022 Reep Softworks

  23. The plugin is outdated and was probably created by a third party. Personally, I just export as an fbx file. You can use what I wrote here to guide you through the export process.
  24. Use forward slashes "/" instead for the file path. You can also do two back slashes. "\\"
  25. I believe that's the exact soultion I used. Sorry I never did a blog post about it.
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