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xtom

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Everything posted by xtom

  1. One minor improvement would be if you drag an object near the top or bottom the window scrolls so you can move it up higher lower in the scene tree. The only way I've found to do this is to hold left mouse and scroll the wheel which is a bit awkward.
  2. Uploaded a quick video showing some new features and functionality in my game inventory system. Here is a brief outline.. + New post effect for when player is sick + Inventory now scales and positions based on screen resolution + Inventory now clearer to see in dark areas + Inventory tooltips made neater + Items can now be used on other items eg. batteries -> torch, ammo -> gun + Integration of default weapon/ammo system with Inventory
  3. xtom

    Development

    Ability to put a small lake or pond atop a mountain and also have a river/lake lower down would be good.
  4. Yeah there is definitely some buggy behaviour with textures and csg prefabs. I often get streaked textures when I drag my csg prefab building in and then rotate it. I also notice streaked textures when I used the arch tool, maybe it was after rotating as well not sure. Here's a post I made about it a week or so ago http://www.leadwerks.com/werkspace/topic/11502-prefab-corruption-in-game/#entry83302 - from your post it seems it's more of a child object thing than a prefab thing.
  5. xtom

    Development

    Looking forward to seeing it in action.
  6. I'd be tempted by the over the top bloom version if it's for a menu background. Add some lens flare and you'lI have a JJ Abrams Star Trek look Looks cool either way though.
  7. Looks good and sounds interesting. Looking forward to a playable demo/test if you are releasing one.
  8. Ah thanks, I will bear that in mind going forward.
  9. Funnily enough I just coded a function for this today... I put the function below in the player script and then use the following to call to run and check it in post render... if self:FadeScreen(0,100) == true then -- screen has now faded to black end if self:FadeScreen(1,100) == true then -- screen has now faded from black end It seems to work pretty good but if anyone spots anything dodge in the code let me know. Still learning lua as I go. -- fades screen to black -- fade 0 fade to black -- fade 1 fade from black -- speed eg. 10=fast 100 slow function Script:FadeScreen(fade,speed) local screenWidth = App.context:GetWidth() local screenHeight = App.context:GetHeight() if fade>0 then -- fade from black if self.fadeValue == nil then self.fadeValue=speed end local alpha = self.fadeValue/speed if alpha<=0 then alpha=0 end App.context:SetBlendMode(Blend.Alpha) App.context:SetColor(Vec4(0,0,0,alpha)) App.context:DrawRect(0,0,screenWidth,screenHeight) if self.fadeValue <= 0 then self.fadeValue = nil return true end self.fadeValue = self.fadeValue-1 else -- fade to black if self.fadeValue == nil then self.fadeValue=1 end local alpha = self.fadeValue/speed if alpha>1 then alpha=1 end App.context:SetBlendMode(Blend.Alpha) App.context:SetColor(Vec4(0,0,0,alpha)) App.context:DrawRect(0,0,screenWidth,screenHeight) if self.fadeValue >= speed then self.fadeValue = nil return true end self.fadeValue = self.fadeValue+1 end return false end
  10. Thanks a mil, that works great! I thought I would need a page of code or something to get it working!
  11. Does anyone have an example or tutorial on how to apply a post effect in the lua code? I want to simulate the player being sick so I tried adding a blur and wobble effect in Post Effects dialog in the editor. The effect is pretty cool but I don't know how to apply these in the lua code.
  12. I see the fps weapons pack dlc has prefabs that allow you to place the weapons as pickups around the level. Would it be possible to have one of these pickup prefabs for the autopistol that is included for free? I will hopefully get the fps weapon pack dlc at some stage in the future but it would be good to have one for the autopistol included free to see how it works and what is the official standard code used when handling weapon pickups.
  13. Looks spooky, I like how the barrels are knocked over by an unknown presence.
  14. Nice trailer, the music and vibe is pretty cool but the last message that comes up is to do with where you sourced your models. Potential players/voters of your game won't be interested in where you sourced assets so it's not the best message to leave them with at the end of the trailer. I'd suggest ending it at the "vote on greenlight" call to action message instead and then add smaller credit text at the bottom instead if you absolutely need to.
  15. This is pretty cool and will be a great memory saver but if you walk away from something and do a quick 180 you can see a lot of black/texture popup which is quite ugly. I think it should maybe only unload the textures if the player is a good distance away. It seems to happen if they are behind you and only 50 meters or so away. That's so close it's obvious so maybe only unload them if they are 200+ meters away or something. Maybe on an ssd drive it loads them quicker that you wouldn't notice but it's noticeable on my setup with a 7200rpm hard drive.
  16. Looks good, aiming down the sites adds a lot more immersion and fun to the gun play.
  17. They're not game breaking but it makes such a difference if you have the appropriate sounds playing. Walking through the quiet landscape with echoing corridor footsteps clopping along doesn't help with the immersion. I'll probably go with a more generic softer sound that works both indoor and outdoor for now but it would be nice if there was an easy way to do this properly. It's another small step (ha there's an unintended pun) towards AAA game play, or at least AA.
  18. I did a bit of experimenting and reading and came across what the collapsed scenery problem is. I got the raycasting to the ground working and also tried with a collision check but it seems if you are constructing buildings and floors with csg brushes which would be pretty typical then you can't check if they are collided with like you would with an entity/prop. Or at least you can't seem to use getmaterial on them etc. because they aren't entities. It looks like if you give all floors a mass and collision type prop this will make them possible to check material but I haven't tried that fully and I'm not sure if that would be a good idea. I assume performance might be better with scene vs prop/mass? I don't know. Another option might be to use invisible trigger boxes over the floors or at entry/exit points to different floor types, and when you enter one change to appropriate footstep sound. It might be a bit messy having lots of extra boxes/triggers to do that though and might make scene management more complex. Maybe it would work well for an indoor level but then there is terrain and possible different textures snow,grass,mud,dirt etc. and layering trigger boxes over that wouldn't be ideal, every time you paint the terrain you would need to check and adjust the trigger boxes. What might be good is if the material dialog had an option to assign sound files like footstep sounds and maybe hit sounds for when a weapon hits it. This would make this situation a ton easier.
  19. Yes it's been bugging me too. The current sound is good for rooms and corridors but not so much terrain. I might do some experimenting with GetMaterial today. What do you mean by "collapsed scenery" ?
  20. xtom

    Inventory Progress

    Thanks, the game does still run while you are digging in your backpack so you need to make sure there are no enemies around while you do your searching! You can't just run around searching and picking up lots of things quickly and then check them out later, you have to take a bit more time to see what it is you found and if it's worth holding on to. It more closely simulates how you would do it in real life but I need to make sure it's immersive and fun and not tedious so an easy to use inventory is important. This wouldn't work well for a fast paced run and gun game but this game will be a bit slower paced so it should be ok.
  21. xtom

    Inventory Progress

    Thanks, I wasn't sure if I should put stats while walking around as they are shown in the inventory screen but I suppose it is better to see them at a glance too especially if you're being attacked so I think I will do that after all.
  22. xtom

    Inventory Progress

    So I have already put in a few too many late nights since getting Leadwerks and meanwhile having a good time learning, planning and game making. At this early stage it’s fun and addictive which is always a good sign, or maybe not if my sleep suffers. Anyway I now have an inventory system in-game with no small thanks to the project saturn tutorials on youtube. A big thank you to Jorn for these informative tutorials. I’m still trying to get my head around all the cross references in lua code like app,window,context,self and how they all inter-conect from scripts and functions etc. but luckily I have pushed ahead without hitting any major brick walls. I figure stuff that I don’t fully understand now I will hopefully after a while of jumping in and out of the code. Game mechanics wise in addition to the inventory system I also have the basic player life stats for health, hunger and thirst in there and working so that’s good. Even though health is already in there by default The small scene I have is already fun now that there is something to do, like finding and collecting items. I’ve uploaded a video showing how the inventory system looks and works at the moment but I still have some things to do with it and then I have a choice of a couple of different directions to move onto, not sure which way I will go yet, I’ll just see where I end up.
  23. xtom

    One More Day

    So I have decided to do a progress blog on a game that I am just starting. I have only had Leadwerks about a week so I have not done much yet other than read and watch tutorials and experiment and this will of course continue as I try to put the game together. Here is an overview of what the game will be like: The game will be a survival game somewhat like Dayz and the likes but it will be single player only. I know that’s not very original these days but I figure/hope it is doable for me to go with this kind of theme. I have come up with a name for the game which is “One More Day”. If I stick with this name I might subtitle different chapters to something like “One More Day in xxxxx” where x is a town/location, most likely fictional locations. Or perhaps when you load your game it shows that after load depending on town you’re in. That might be good. For now I have a way to go before worrying about this. It will be mainly be outdoor using the terrain system so I am looking forward to the new terrain features planned for the engine. There will be towns that you can travel to and some buildings to enter and find things and of course enemies to kill. But to start out with I will focus on one small town/area and get all the important mechanics/scripts working before adding more areas, mainly the inventory will be needed and also there will be a injury,hunger and thirst to look after for the player. Anyway that is all for now.
  24. Undo for applying materials too. I accidentally textured a whole group of objects the other day with a different material and I had to reload my last save because it would have taken to long to redo all the previous textures. There's a lot of things that would be nice to have included in the undo/redo feature.
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