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mdgunn

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Everything posted by mdgunn

  1. Does that mean that if you're using orthographic then everything is 'fullbright' if you know what I mean (maybe controlled by ambient level or something). Do you have to just make your graphics have the right look in your art program so 'lit' by drawing them with shadows, highlights etc. and then they'll look the same in Leadwerks?
  2. I'd say the official tutorial *IS* worth going through in that it covers a good portion of what Leadwerks does but you will need a bit more....see below. An often recommended set of video tutorial series is this one. This is beginner level but covers many things. He also has some C++ tutorials if you have that version. I recently watched another set by Rick (often in the forums) here which shows real time development of a game from an experienced Leadwerks user. The game is just for a game jam but the end result is well on the way to being a decent game. https://www.youtube.com/watch?v=OHPP67rJ1Ok These pinned items in the Game Art forum are worth a read (http://www.leadwerks.com/werkspace/forum/57-game-art/). Mapping Standards: http://www.leadwerks.com/werkspace/topic/10016-mapping-standards/ Content Creation Guidelines: http://www.leadwerks.com/werkspace/topic/14017-content-creation-guidelines/ Blender Exporter (though FBX works well too): http://www.leadwerks.com/werkspace/topic/10246-official-leadwerks-exporter-for-blender/ Blender & Leadwerks: http://www.leadwerks.com/werkspace/topic/14215-blender-leadwerks/ In general Leadwerks tries to do be a game engine/tool that a single person could concievably master the whole of and produce a reasonable game that will work across desktop platforms (not mobile). It supports open standards rather than trying to do everything well internally. It doesn't try to model and animate but instead supports importing boned and animated assets which you can then tweak a bit. E.g. re-apply materials, remap animations etc.. It does have CSG brush based capabilties which can help to mock up levels and the idea of prefabs (a container of sorts for CSG/object models etc). You can also export CSG, take into modeller, modify, export, bring back in more complex geometry. LUA scripts attatched to CSG or models can then be very easily setup with parameters so you can tweak them in a UI and connect them together with a flow graph editor. Or you can write almost everything in code if you want and have code talk to code. If you have the C++ edition then you can write (faster?) object-oreinted code and hook into libraries that may only exist in C++. In general I think the software does not have any major 'limits' in terms of texture size or model faces but I don't know for sure. It isn't something I've had a problem with. AI you may need to code yourself, depending on what you want to do, though there is some supplied AI which can navigate using navmeshes which the engine builds. If you are hoping to buy lots of complex assets to do the heavy lifting for you and make you rich then Leadwerks probably isn't going to get you that. if you are hoping to be able to piece together a simple to moderately complex game working through simple issues by youself and assistance of the community and freely availble (generally simple) assets and have fun doing so, then Leadwerks is more like that. IMHO of course. I'd be interested to know what you thought needed to be better in the tutorials as I'm vaguely thinking of writing a few (.....erm maybe).
  3. Not seen this but suggest some very obvious troubleshooting ideas that you may well have tried. Make sure the build output works on your machine, not just running the build from within Leadwerks. Try building the default FPS template project (because I think that has a torch in it too right) and run the OUTPUT of that on yours and the other machines. My only thoughts so far are that maybe something is not going into the build to define the torch light, or that the other machines are using build in GPU perhaps? More info is probably required. You could put a link to a build you've uploaded somewhere and others (with machines that presumably run Leadwerk builds OK) can download and see if the torch light shows. Not much info to suggest much else, given my knowledge anyway.
  4. mdgunn

    Scripted Behavior

    Maybe this is a good time to put some time into improving the flow graph editor as it is often a natural partner to scripts. This would get some SYSTEM improvements going and maybe they move forwards together. I think most experienced users abandon the flow graph editor as projects get large but maybe with some improvements it can remain useful. A zoom feature seems like the simplest missing feature to implement. Though it the GUI doesn't support scaling at all then probably not so simple. Another easy one seems to be that if you click the object in the flow graph then the script editor opens the right script (only one script per object right?) Maybe some sort of componentised/node based script (not attached to an object) so you can link scripts together and perform logic/decisions before feeding into the next (e.g. Maths functions). Better way to organise all the flow graph objects. A simple note would be a start so you can stick a note next to related items. Maybe clicking the title bar expands/collapses the body and you can collapse all/ expand all/collapse selected/expand selected. Many, or all, of these have been mentioned by others in the forums. Maybe a few quick flow-graph plasters aren't the answer but I think other current engines have something similar and in general it's quite a neat tool that can help users get going. Currently it is feels somewhat bare bones, but with basic UI abilities zoom/show/hide/collapse/group it might help usabilty. I think Josh recently mentioned a desire to address general UI cross-platform limitations and maybe the flow-graph editor is bound by issues in this area but it would be neat if it were possible to have some quick improvement to let us enjoy the new scripts in nice environment.
  5. mdgunn

    Scripted Behavior

    In general I think it's a good idea to have more scripts though I think Rick has some valid concerns about LeadWerks long term needs. Some more good quality scripts may help people better realise their game ideas. More scripts, and assets using them, might achieve some quick wins for LW. Such as:- Better understanding of scripts by users and an expansion of possibilities to reuse them More 'value' store resources if good scripts included - scripts can be time consuming to produce (right?) but a good script can be re-used many times. Scripts don't only have to be available only in their in indvidual assets in the store. There is also the option to make them available elsewhere as incentive to highlight a store item that uses them well. I think there is a wish to keep scripts out of paid items to minimise 'come-back' on old scripts not 100% working at somet future point for paid assets. Perhaps a forum section for store items. I think the new Mercenary asset had the relevant scripts provided without purchase? This area of script production sounds like the sort of thing that Josh doesn't HAVE to be the only person doing everything on. Though he probably wants strong editorial control over and maybe 100% input in some areas it seems not impractical for others to be involved with. More so than core system work. I'd be interested in Josh's take on scripts for sure but it would be cool to see some others and maybe this might help kickstart things a bit. I know there are some scripts up on the wiki and you can usually find answers in the forum (which is excellent guys!) but maybe it should be a little easier to find them.
  6. mdgunn

    Scripted Behavior

    I notice there is a LUA implementation of behaviour trees. https://github.com/tanema/behaviourtree.lua I've not used it but anyone knows how practical it would be to use in Leadwerks? I've seen some people re-use LUA projects from elsewhere but I've never tried it yet. Is building on existing projects to get an official or community-official solution to some problems a practical option? It sort of gives you an existing 'system' using open code which you can modify rather than being locked out from. Personally I think re-using an library that requires much work to integrate is, if not beyond the skill of most, then beyond the desire of most users who would choose LeadWerks. If that is a viable route then I think there would need to be EXCELLENT and SPECIFIC documentation on how to get these things going.
  7. Yep I saw that with the Merc character (which I bought) and I think that helps pull the trigger. Thanks for informing me Nova's stuff has textures. I will probably buy one now. On the workshop item it mentions the dimensions of textures but I wouln't have read that as certainty that they contain files outside the models. I'm guessing they are the dirtied version. Would have been neat to have a clean version too so you could use it as old and new.
  8. Fantastic. So this means people can (in some cases) access the files used to make the LW object rather than it being locked only into the LW file right? I wonder would it be possible that items in the workshop can be made to automatically list the contents of their archive, so we don't have to rely on each author to manually do this.....or at the very least some single indication that an item is supposed to come with resources. On a related note. If items are more open (which I think is important even if they are only used in LW), is it clear what the usage terms are for each item. In particular can the item be used outside LW. Is there a default for that, such as unless stated by author then item is assumed to be OK to use elsewhere?
  9. Agreed. I think community collaboration is a LW strength which as you say is reflected in the workshop. While I suggested scripts, shaders and game templates might be paid for items I was thinking that if items were to be paid for then such are more easily produced by the internal community than items such as high end models. On the one hand I like that the workshop is mostly free but on the other it would be nice to reward and encourage users that have clearly put in a lot of time to helping the community.
  10. I feel the things that would probably sell are reusable generic content like game templates, shaders and possibly scripts. I think these are easier and quicker for existing skilled users to produce than complex animated models. I think Josh may have already stated that models are preferred because they are stable. I see the logic in this but from the point of view of sales I think the things people *are* probably looking for and would buy are probably game/project templates, shaders and maybe scripts. Models I think need to be easily to modify or extend (e.g. a base figure which can be changed) with props, retextured etc., or be a construction kit. Ideally models would not be tied to the engine though SHOULD provide features to make them work easily in the engine to encourage and help users along this easiest path. I think I like the idea of curated items though I think ratings, review and a dedicated linked forum page for each item can help provide a level of user driven curation. Forum pages can give publishers a more wordy or visual arena to portray their items and detail updates etc.. Just a passing thought. I think game templates in particular would sell quite well. If a user can see part of their vision in a game template then I think it's quite likely they may buy it. We don't want a masive amount of cookie cutter clones like U*I*Y but I would hope our user base is more interested in satisfying their own itch to develop something that works, rather than looking to flip assets for profit. Having suggested paid for templates I also have to say that I am REALLY glad that there are free game templates with the product. I really think they are critical aids in the learning process to make sure you stick with the product enough to produce something you are happy with. I think it is also important that the whole user base has access to the same ones. So I think game templates would sell but I think we still need more free ones as well. Maybe paid ones could fill the gap if that is how LeadWerks becomes more successful and users aren't upset they have to be paid for. The net gain may be positive if it helps more users get more successful projects out and get more users to the position where they expose LW favourably to the wider internet (blogs etc.).
  11. Interesting to see some figures on costs. I'm glad it was investigated as an option as it was a largley external thing so has not used to much dev time. However, most other software seems to allow the user base to produce content. The catch is attracting the market which needs a large user base. Difficult. Can anything be learnt from GG and it's approach (hopefully you know which software I mean - I don't know if we're allowed to name names). They seem to have a fair bit of content in their store which in the past was possible to import to LW through a (lengthy?) process. I think the point about officlal DLC has some validity. I think people in general feel safer about that and expect it to be of high quality. With regards the icon. When I clicked on it I didn't know what it was, I just wondered what the new button did. I find the store a little awkward, maybe it's partly my connection but I find after clicking there are a number of seconds before anything seems to happen but no real screen indication that it is doing anything. Sometimes I feel a slight reluctance to use it just because it feels a bit clunky. In my mind the in-game workshop/store *IS* the place to go to look for things, so it has achieved that. I'm not sure about the purchasing aspect though. I suppose it's early days.
  12. http://steamcommunity.com/sharedfiles/filedetails/?id=630028747 Ended up scrapping my previous game idea a couple of days ago, just before leaving for the weekend so as per usual ended up throwing something together which ends up as more of a demo than a decent game. Ended up pairing almost everything back in an effort to get something that does ...something. Not too much fun in its current state, but possibly the basis for something better.
  13. Thanks for this. Looks like it could be handy.
  14. In general I think thickness of walls floors does not matter TOO much. Having said that I think I have heard it said that if they are thin then there may be a form of light leakage or something. Suggest you work to multiples of 32. You might go down to 16 or 8 if you have some specific need but for boundary walls/floors etc probably 32. There is an example room map somewhere that I think supplies textures you can use based on multiples of 32. It is a good exercise to examine it and extend or duplicate it. I will see if I can find it.... Check out these http://www.leadwerks.com/werkspace/topic/10016-mapping-standards/ http://www.leadwerks.com/werkspace/page/contentguidelines Also consider using prefabs...e.g. for stairs...or almost anything really....these are like an isolated map with only the item in. You can use them across projects then too. They will probably help you keep control of things when you get lots of CSG brushes and find sticking them all in lots of folders gets out of hand.
  15. Might be worth you having a look at the camera dolly script. You might even want to achieve your effect by switching to a cam to highlight the action (though it sounds like you probalby want to remain with the character.... ....anyway the important thing is that the camera dolly script can move a camera along a spline through way points where an event can be fired (using a flowgraph connection), potentially revealing your decal. Though you might not want a camera, perhaps the script can be modified without too much trouble to move your own 'revealing object' along a spline and triggering the reveals of the footsteps as it hits each waypoint....you could even have a spline for left footprints and one for right footprints, if it works out easier. The Camera Dolly script is in the workshop that you can get to from within Leadwerks. Just a thought.
  16. Makes me think there should be some sort of container element that can contain scripts and that you can expand and collapse....and maybe a way to feed inputs and outputs out of it. Maybe allowing a sort of prefab script component.
  17. The script almost works (and Aggrors almost worked apart from easy minor typo of enable rather than enabled). The logic is messed up in the toggle block. Try this function Script:Toggle()--in if self.enabled == false then self.enabled = true self.lastSpawnTime = 0 self.counter = 0 else self.enabled = false end end Make sure the toggle is hooked up to a block with an use script on it and connected to the spawner in the flow graph, but it sounds like you've got that figured. The debugger is super handy for putting in a breakpoint (click to the RIGHT of the numbers) and examining your code at a specific point (e.g. a logic branch). Also System:Print is a simple if archaic friend too! Hope it works out. Michael
  18. Fantastic, it worked! I was pretty sure I'd tried randomly swapping round my value into the different parameters already, but you're right switching the value to the last parameter (z?) stopped the weird behaviour. This was pretty fundamental to my game so I can actually go ahead now. Many thanks. Now if only I can find enough time to get it finished/started for the tournament. Thanks very much! Cheers, Michael
  19. I would like to shoot a projectile towards a point in space (in a 2D game). I have something almost working but I can't get my head round how to fix it. I would like to solve the following: 1) How to shoot in a certain direction not just where the mouse is (I could only get it working right with this mouse pointer method but in reality I just want to shoot something in a direction (and maybe not use mouse). 2) The projectiles shoot out sort of 90 degrees to where the mouse pointer is but I want them to shoot at where mouse pointer is. I seem to get automatically very confused when thinking about angles. 3) At certain positions (90 degrees?) the projectiles sort of flip to the other side when I really just want it to track smoothly all the way round. Here is the code. Can anyone help? Maybe there is just a better way to do it? function App:Start() --Create a window self.window = Window:Create() self.context = Context:Create(self.window) self.world = World:Create() local camera = Camera:Create() camera:SetRotation(35,0,0) camera:Move(0,0,-6) local light = DirectionalLight:Create() light:SetRotation(35,35,0) --Create a model self.model = Model:Box() return true end function App:Loop() if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end --Get the vector between the mouse position and the center of the screen local v = self.window:GetMousePosition() local dx = v.x - self.context:GetWidth()/2.0 local dy = self.context:GetHeight()/2.0 - v.y v = Vec3(dx,dy,0):Normalize() --Align the model to the vector self.model:AlignToVector(v,2) -- Create projectile bullet = Model:Sphere() bullet:SetPosition(5,0,0) bullet:SetMass(1.0) -- Align to mouse pointer vector bullet:AlignToVector(v, 2) -- Add velocity bullet:SetVelocity(Vec3(0,10,0), false ) Time:Update() self.world:Update() self.world:Render() self.context:Sync() return true end Thanks, Michael
  20. Move rotate and scale are already on 1/2/3, at least on windows. W and E are already used in moving the camera in the viewport and it seems fairly sensibe having W/A/S/D/Q/E. Did you mean something else because 1/2/3 seem not too bad? Me I'd like to see pick object/pick face keys because AFAIK these aren't assigned shortcuts and at times I've found myself switching these lots to access the material adjustment panel.
  21. mdgunn

    Rotation

    I've found this a bit of a pain at times too. I am struggling to think of a single time that I've needed the default behaviour (selective memory?), though I suppose I wouldn't want to lose it but instead toggle buton or modifier key.
  22. Dunno if you sorted this since but if you mean you can not find the generic human/manakin model then it may be because you are creating projects based on a template that does not contain it. E.g. Empty Template. Try using FPS Template maybe. You don't really need the generic manakin model (or whatever you want to call it - the one with it's arms stretched out). All you need is the FPS controller script, but then you usually need to move some sounds and images into the right place if you have a bare project. If you still have trouble get back to us with some further description if you can.
  23. Hi, I believe that if you change a variable named 'changemapname' then the main game loop that is running through Main.lua will pick up on the change in this 'secret' global variable and change the map for you. -- FROM standard MAIN.LUA template --Handle map change if changemapname~=nil then --Clear all entities world:Clear() --Load the next map Time:Pause() if Map:Load("Maps/"..changemapname..".map")==false then return end Time:Resume() changemapname = nil end You don't need .map on the end or other path info, just make sure the map you want to load is in Maps directory because as you can see in the code above this is where it will look. It's not the only way to do it but as it's sort of a built in global variable that is used in the standard Main.lua template it is one of the intended ways to do it. There is also a TriggerChangeMap.lua script.
  24. Never tried it but there is a sprite object and you will be able to make it point always at player. Your enemies can probably use a modified version of the monsterAI script (in Assets/Script/AI). You can then use the states it has defined to switch animated textures on your sprite maybe (e.g. idling, attacking,dying). You should be able to control the speed the animation frames are switching using the time commands. This may help you get a test going with animated textures: http://www.leadwerks.com/werkspace/topic/11848-need-help-with-animated-textures/page__hl__animated+textures This is jsut the first things coming to mind. Somones who's actually tried it may have a better idea!
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