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Everything posted by Naughty Alien
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..friendly piece of advice for anyone whos attempting making some game..dont wait any tool to be released, in order to produce your game..simply go with whatever is available and fire it out..once your desired tool is out, take it and keep going with new stuff..waiting tool to make a game is a lame exuse, for not making game at all..
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..i believe, poor thing will slowly fade away and die...it did great job for me..
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hahahaah
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..this will give you nice walk camera feeling..i believe everything is self explanatory, but in any case, feel free to ask if there are issues.. ..these are variables for control.. Global walking:Int = False 'are we walking or running Global sp:Float =.08 'main walking speed (not connected with wobbling) Global shoe_size:Float = 2.0 ' stepspeed for wobbling camera (eg. Higher Value=running, Smaller Value=walking , experiment yourself) Global amplitude:Float Global head_bang_X:Float = 0.09 ' amount of wobbling Global head_bang_Y:Float = 0.07 Global move:TVec3 = Vec3(0) Global myController:TController Global camera:TCamera, camera_position:TVec3 Global footstep_needed:Int = False ..and these are functions you will use in your update cycle.. Function Move_Camera() walking = False If KeyDown(KEY_LEFT) Move = Vec3(-speed, 0, 0) ;walking = True If KeyDown(KEY_RIGHT) Move = Vec3(speed, 0, 0) ;walking = True If KeyDown(KEY_UP) Move = Vec3(0, 0, speed) ;walking = True If KeyDown(KEY_DOWN) Move = Vec3(0, 0, -speed) ;walking = True 'here update your controller, if camera is attached to it End Function Function Wobble_Camera() If walking amplitude = ((amplitude + shoe_size) Mod 360) camera_position = Vec3((Cos(amplitude) * head_bang_X), (Sin(270 + (amplitude * 2)) * head_bang_Y), 0) PositionEntity (camera, camera_position) End Function Function Play_Footstep_Sound() If Sin(90 + (amplitude * 2)) < - 0.85 If footstep_needed DrawText "Play a footstep sound here!", 50, 50 footstep_needed = False EndIf Else footstep_needed = True EndIf End Function ..in your update, order of function calls should be : Move_Camera() Wobble_Camera() Play_Footstep_Sound() ..I hope this helps...by adjusting some of the initial variables, you can have various motions..
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..this lil proggy does it all, and its cheap and very easy to use.. http://www.earthsculptor.com/index.htm
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@cassius here is blog link where you can see description of command set.. http://www.leadwerks.com/werkspace/blog/89/entry-848-character-animation-control/
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..ahh..no wonder..it was animation library reported broken, but it works just fine, unless LE is not initialized properly, what is not library fault..thanks for clarification Pixel..
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..im sorry for such post here..I would for sure send PM, if i know who reported library as a broken, in order to find whats wrong with it..so, whoever found it broken, please let me know..thank you..
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..small update with some characters in gameplay..
Naughty Alien replied to Naughty Alien's topic in Showcase
..because of some reason, STEAM going under some internal restructuring for new games to be released, so we are inside that group, even already finished whole process..so, it will be maybe 1 month after Origin.. -
..small update with some characters in gameplay..
Naughty Alien replied to Naughty Alien's topic in Showcase
..thanks guys..these are veeery early game stage shots..now its all way way more polished out..soundtracks are fantastic, Leon really did great job..i hope you will like it..VERY soon on EA Origin.. -
..shader is best way to do it..not just with transparency, but make character disappear in to 'ash', or erode, and so on..other way is to control color value, and gradually cut it down to '0'. That however depending on your renderer setup so i cant say for sure..
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..i believe its going to be sorted out after weekend quickly..most probably Josh having some free activities from all this during weekend, so it will be fine, no need to worry..
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..yupp..its just that Prey portals were static , if i recall it correctly...but yes, thats far as i know, from where came original idea..
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..i was messing with it some times back..what I did was not any rendered image captured on portal transition spot, but actual certain spaces player eventually travel trough..so, what i did is something i call 'oclussion trigger', basically bounding space of certain level zones (can be any number based on designer decision), clipping any geometry passing in to its bounding space, long as camera is inside that 'oclussion trigger'..it works over any level complexity, and you could very easy 'portalize' anywhere .. that was small protype project for SONY PS3 we did december last year..i dont know where is it going now, but we got some money from Sony ..
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..then, I think its better to have linepick, and where is the position, returned by linepick at the moment of firing weapon, is where bullet will impact, therefore also, where particle appear and so on..on this way you will just move your bullet between gun position and impact position returned by linepick, at speed you desire and you are set..no physics required..
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..what you wanna achieve ?? Bullets hitting certain surface??
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..hmm..unfortunately, ideas presented, indicating that such projects will not see a daylight..i was hoping to see something rather simple and intuitive, from gameplay standpoint instead of something what has all signature of rather large and massive projects..
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Would you like to see a leadwerks community project ? Yes. If a project started, would you be a part of it? Depends. Depends on people participating in. Even if whole team is really dedicated, doesn't feel right to do it with bunch of programmers only, so its kind a heading dead end at some point. Also, having in mind online communication/work, it doesn't make sense to be more than 4 people in team max. More than that will be hard to control, by assigned project leader. Then there is problem of 'transparency'..do people tend to openly share all code (source), media, etc..? Expectations out of final product, representing also danger for project to fail. In my humble opinion, it should be no expectations, except one and simple..to make game (project) up to determined standard, everybody agreed on. Part of 'agreement' should be a time frame when whole thing has to be completed. Time should have some reasonable tolerance, but not more than 15-20% of targeted time frame, or whole thing will just collapse. In general, problem here is basically 'what if' situation, and its rather hard to give proper answer or solution for it. Still, its incredible if achieved, and make some real results out there. Either case, its worth, if nothing, for learning curve purpose..
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..natively trough LE 2.x no..system is set as it is..however, if you build your own library for LOD, yes, anything could work..if your project reach stage where depend on such library, PM me and ill send you some nice LOD library for all those things you asking for..
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Move a parented entity in local coordinatesystem
Naughty Alien replied to ParaToxic's topic in General Discussion
well..you said you want to move an entity which is a PARENT..if you do that with PARENT, then all children will be moved for same position offset as parent did..so, whats happening in your scene is rather normal and expected to be..also, regardless position selected (loca/global) for parent, it will do same effect to its children..but, as i said in some of other threads, avoid parenting, much as possible..it is going to make more problems, than benefits.. -
..both of my games, HiddenDawn and Hoodwink are powered by LE2.x renderer (PC version only) ..
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..random number generator has nothing to do with LE, but its entirely up to language you use with LE..
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..if you need any help with it, let me know and Ill be happy to help..
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..best way, I think, is to create AABB of your own with properities you can easy control (position, size, alignement), as those tied to entity, I think, are not best way to do what you want, because their size is tied to entity wrapping and i guess by altering it, you will affect engine occlusion ? ..
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..you will give yourself heart attack man...chill out..