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AnthonyPython

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Everything posted by AnthonyPython

  1. Probably a better idea for Josh to implement his own then would be a better idea or use one of the open source like webM then or something. I mean I would be fine with animated texture's for a main menu or loading screen(if it isn't really choppy/laggy)
  2. updated: Script.target = "" --entity "target" Script.Range = 2.0 --float "Range" Script.PickRange = 0.2 --float "Range" Script.MinNormal = 45 --float "Min Normal" Script.MaxNormal = 120 --float "Max Normal" function Script:Start() end function Script:UpdateWorld() local point2 = Transform:Point(0,0,self.PickRange, self.entity, nil) local pickInfo = PickInfo() local castPos self.entity.world:Pick(self.entity:GetPosition(), point2, pickInfo, 0, true) local window = Window:GetCurrent() --local pickInfo = PickInfo() castPos = pickInfo.position local playerPos = self.target:GetPosition(true) System:Print(castPos) --Is the player within the range? if(castPos:DistanceToPoint(playerPos) <= self.Range) then if(window:KeyDown(Key.Space)) then local NormalInfo = pickInfo.normal if (NormalInfo >= MinNormal and NormalInfo <= MaxNormal) then System:Print("Dected proper") --set or call something here. end end end end did a system print with castPos just printing out zero's
  3. Supporting .bik video's to play in game would be nice to have. (RAD video tools), this would not only used for main menu stuff, but also a loading screen to use.
  4. besides drawing a black rectangle you could use a table with the images loadingscreen = {} loadingscreen[0](image stuff here) loadingscreen[1](image stuff here) loadingscreen[2](image stuff here) etc... and just call it in the update world so as long as it's true, cycle through each pic.while it loads till it loads set to false, this would be fine showing pictures for my game, not sure if you just want pic., of course I'd rather have a animated screen, but even portal 2's loading screen some times lagg's from loading.
  5. it's not giving any error's or anything not sure why it's not printing out, I must be doing something wrong, I know I am close enough, not sure about the normal's part if it is even detecting the object's, Script.target = "" --entity "target" Script.Range = 2.0 --float "Range" Script.MinNormal = 45 --float "Min Normal" Script.MaxNormal = 120 --float "Max Normal" function Script:Start() end function Script:UpdateWorld() local window = Window:GetCurrent() local pickInfo = PickInfo() local castPos = pickInfo.position local playerPos = self.target:GetPosition(true) --System:Print(string(castPos:DistanceToPoint(playerPos) <= self.Range)) --Is the player within the range? if(castPos:DistanceToPoint(playerPos) <= self.Range) then if(window:KeyDown(Key.Space)) then local NormalInfo = pickInfo.normal local point2 = Transform:Point(0,0,self.Range, self.entity, nil) if(self.entity.world:Pick(castPos, point2, pickInfo, 0, true)) then if (NormalInfo >= MinNormal and NormalInfo <= MaxNormal) then System:Print("Dected proper") --set or call something here. end end end end end Thought's?
  6. this is why krita has the upperhand since it can use textures with a real pattern and does just fine, it wraps the texture around and if you go outside of it, it wraps it around with the rest of texture to be seamless, it's much like Genetica , and photoshop together.
  7. you should play Thief at some point, it's a good game if you like stealth
  8. Episode 1 looks like your making a good amount of progress also I loved the sharp edge style cyber dog
  9. I do like the Inventory (way better than the original Inventory) of course that was more of teaching of how it is done, not to be as great like FlowGUI is .
  10. hey josh, how would you create a physic's based door that the player can pull/push with the mouse to open/close?
  11. the whole darkness/light stuff like how thief was done.
  12. This is what I have so far, if there is something being used incorrectly of something or something isn't right let me know. Script.target = "" --entity "target" Script.Range = 2.0 --float "Range" Script.MinNormal = 45 --float "Min Normal" Script.MaxNormal = 120 --float "Max Normal" function Script:Start() end function Script:UpdateWorld() local pickInfo = PickInfo() local castPos = pickInfo.position local NormalInfo = pickInfo.normal local playerPos = self.target:GetPosition(true) System:Print(castPos:DistanceToPoint(playerPos) <= self.Range) --Is the player within the range? if(castPos:DistanceToPoint(playerPos) <= self.Range) then local point2 = Transform:Point(0,0,self.Range, self.entity, nil) if(self.entity.world:Pick(castPos, point2, pickInfo, 0, true)) then if (NormalInfo >= MinNormal and NormalInfo <= MaxNormal) then --set or call something here. end end end end
  13. i know motionbuilder had a way to solve this issue, not sure about blender though
  14. I haven't been able to look at all the animation's(there are a lot of them), and yes they can be used in blender
  15. oh I so prefer krita over Gimp any day not only the photoshop stylish interface but it has a seamless texture option which is awesome, and more
  16. yea they do need some work, but they are awesome, I've used some of these before. and most likely will again.
  17. I am sure you may be able to but I don't own the c++ DLC right now, just working with Lua only
  18. Agree having it Independent is a wonderful thing to have, but also allowing the usage of joining a player on to the server within steam is a great feature to have as well. just be able to use the steam overlay, i love watching and reading all the steamwork documentation, any one else love to do this (Inventory system released seems awesome btw)
  19. you need a real appid on steam to be able to use multiplayer with steamworks and to use other steamwork features
  20. here is a great place to get sound/music as well, http://soundimage.org it's free to use even commercially, just make sure you credit them correctly and that is it
  21. This is some great Info guys thanks I'd rather have this instead of hard-coding them, and I love complex stuff, so this will be a valuable thing to learn and do for me.
  22. don't worry parkour in my game will be a element in which the player is going to use quite a lot. how do I check if the edge is at least 45 degree's and is perpendicular? could you give me an example
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