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reepblue

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Everything posted by reepblue

  1. reepblue

    Artwork production

    Nah, I understand; I'm sure it will be great.
  2. reepblue

    Artwork production

    Can we submit ideas for cars for the Leadwerks Car Pack?
  3. reepblue

    Leaderboards

    Leaderboards still don't work in Rolly when published on the workshop. Apparently not, Last night I did a re-upload and still on my end of the game launcher, the font is missing. Tonight I'll reupload it to include all files this time.
  4. I really hope this get's fixed soon. I haven't used the script editor much since the auto-complete started working the other day, but I recall having issues when it would "reload" the script when a error happened. (For example: MyScript.lua, would open as myscript.lua when an error happened on MyScript.lua, but you would edit myscript.lua instead of MyScript.lua and get confused,)
  5. I think the better option is to have it so the user can control what files can be read in the script editor in a similar fashion as they pick what files to package before publishing.
  6. I see this as a must have in the near future. Looking back on this topic, it started back around the 3.2/3.3 days, and obviously there was "bigger fish to fry" back then. But now with things like the Game Launcher and as it gets more popular/a way of sharing creations made on Leadwerks, I think ogg support will help keep those zip files small if the author want's to use a full music track. Again, not everyone has high speed internet, so low file sizes are always welcomed. I was working on getting ogg support/FMOD as a part of LEX, but I was having issues if installing the libraries, and the issue of the sound actually existing in my world, and not the console application. If anyone has information about that, please let me know, but I still think ogg should eventually be apart of the engine, now especially with the Game Launcher.
  7. Use Camera::SetMultisampleMode to set multisampling instead.
  8. reepblue

    Leaderboards

    I confirmed that Leader boards (and some reason font packaging) does not seem to be working. More info here.
  9. Updated!! Fixed some stuff. I don't have a useful animated character to do so. I was first gonna make an on going runner but replace the runner with a ball, and it evolved into this. I also tried a few art styles before settling on this one. Having detailic materials actually gave me a headache due to how fast the ball was moving. EDIT: I'm noticing a few issues between the master build and the workshop upload. Issues include leader boards not working and my font not being packaged. I did check the "Only include used files".
  10. reepblue

    Leaderboards

    I hope the Game Launcher gets updated soon. I'm currently uploading a new build of Rolly with this.
  11. reepblue

    Leaderboards

    Yeah, the exe's did not update. They are still dated from the last update.
  12. reepblue

    Leaderboards

    Very cool, I'm curious to see how this will work when it's implemented.
  13. It's quicker and easier to print text to the screen. Overall, having text gives the health information quicker than a health bar.
  14. If you need to code in a default value like in my application, I recommend having everything at 0 or 1 when no user settings have been defined yet
  15. Summary A coding exercise done for the Halloween Game Tournament. It's not "Halloween-ish" but I think it's something else that will make you scream and curse out loud. I'll continue to update the project a little at a time until the Tournament ends. I'm uploading mine a bit early, in case my power/internet/life prevents me from uploading it on the due date. I'm also taking feedback on how maps should be planned out, and I'm thinking about power ups and new levels. Controls: Use A and D to control the ball. The ball will continue to go forward so W and S don't do anything. Thanks again, waiting for your feedback. Workshop Page
  16. I was looking into these options while developing LEX, and I just used the first 3 options, really. I never saw a difference in setting the anti-alias in the context, so I adjust the msaa setting to the camera. You'll have to have the camera get the msaa value from where ever you're controlling the settings. You can also try custom settings like changing all the lights shadows to static, or making the View Modes of entities based off of their aabb. Although this will result in slower load times, it will be better then a slow game. I recently revisited the settings and I find it best to make a singleton class just for the options, and expose it to lua like: std::string Settings::GetScreenWidthValue() { xmlSettings.load_file(FILE_SETTINGS); xml_node displaynode = xmlSettings.child(NODE_SETTINGS_ROOT).child(NODE_SETTINGS_DISPLAY); std::string value = displaynode.attribute(PROPERTY_SCREENWIDTH).value(); return System::GetProperty(PROPERTY_SCREENWIDTH, value); } std::string Settings::GetScreenHeightValue() { xmlSettings.load_file(FILE_SETTINGS); xml_node displaynode = xmlSettings.child(NODE_SETTINGS_ROOT).child(NODE_SETTINGS_DISPLAY); std::string value = displaynode.attribute(PROPERTY_SCREENHEIGHT).value(); return System::GetProperty(PROPERTY_SCREENHEIGHT, value); } --Create a window local windowstyle = window.Titlebar local resx = Settings:GetScreenWidthValue() local resy = Settings:GetScreenHeightValue() window=Window:Create(title,0,0,resx,resy,windowstyle)
  17. Thanks for your input. I'm glad you enjoy it. I'll publish it when the game has it's own character. I got some music that Hamst3r did for Blue Portals, and that might fit and I want to swap out some of the models; which should be easy because everything is prefabbed. It's not "Halloween-ish" but I think it's something else that will make you scream and curse out loud. Also, here was my inspiration. I used to love these as a kid:
  18. If you say so, this is what I had in mind. I only really spent a few hours on it total, and I dunno where to go with this. Link
  19. I believe the engine is soon going to have it's own tessellation support once 3.7 releases. Maybe when Josh gets back he'll have information about it. A beta shader should be on here somewhere. Article: Terrain Tessellation
  20. Yeah, I quickly test my idea and it did not seem to work. Unless tech demo's qualify, I don't think I'll be submitting my own game, but I'll be happy to help with scripting/C++ with other projects.
  21. reepblue

    Experimentation

    That mod was made in the Source Engine in 2012. All the maps done for Vectronic are just in dev maps at this point.
  22. reepblue

    The Left-Hand Rule

    Question, why did you/your team decide to use Y as up while other applications and engines use Z? Is it because Y is easier to remember as up because of all 2D Graphs? Just curious.
  23. I almost let a whole week go by without writing a blog, ahh! I've been doing a lot of thinking and experimenting over the last few days, and talking to other people about Vectronic. Last week, I talked about improving functionalities of the pickup system and the platforms. Although the pickup system is near done, the platform system, well they need work. I made a topic about them here, and kind of left me on a stand still on the project because I see them as a vital piece of the game, and they need to be perfect 100% of the time. As I mentioned before Vectronic always seemed to feel and play like a demo. there was never more than 3 maps, and the ideas were very basic. The method of slopping out maps quickly, and fine tuning them later is fixing that as there are way more maps than ever, but unfortunately I'm noticing a problem with the actual core gameplay itself, something I would never notice with just a few demo maps. It seems as though although the box has cool effects attached to them, they mostly need environment elements to really make them shine; which is a problem. The question is, is it the powers attached to the balls, or is it that the balls can only activate the boxes. And if the balls can activate other elements, how would they work, and what problems would it solve? I went back to the project what Vectronic morphed out of to see if those ideas can fix problems that Vectronic has. In the old project, the power was tied to each box, and the player would fire electric bolts at them to activate or deactivate them. I had a cube that reversed it's gravity, (Along with other cubes because I didn't know how to make it so only THAT cube flipped) one that stayed static in the air, a cube that exploded, and a cube that did nothing at all. This method had problems, which I talked about here. The idea of the flip cube was something I really loved, but I couldn't figure out how to only make that one cube reverse gravity while the others remained normal. Out of curiosity, I decided to quickly script this cube and simply have it flip when the F key was pressed. I got the effect I wanted, but it's not flawless. what I did was when the cube was told to flip, it would use a joint to go to the ceiling. You can ride it up, but the player would clip through the ceiling which I think I can fix on the player side, and you can't pick up a box when the box wants to go up; but again I think I can fix that.I also have ideas on how to make the ghost cube more fun and interesting. But then comes the question is this really a problem, or is it just me working on an idea as a demo for such a long time that I find it boring? I'm asking a lot of people for input and one person plans on give me a playable prototype of his idea so I'm looking forward to that. I want Vectronic to be the best it can be, and if it ends up being different than the demo or what it ever was, but a lot more fun, so be it. Besides gameplay, I've also been playing with tolua++, and getting ideas what I wish to do with LEX in the future. There is also the Halloween Game Tournament so maybe my head will clear up when I'm working on that. There have also been some experimentation on art, but I'm not ready to talk about that yet.
  24. We need more shaders like this in the stock SDK, I think it will help the art pipeline more.
  25. I got an idea I want to try. Hopefully I can submit it in time and no one shoots at any telephone poles like last time.
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