Jump to content

AnthonyPython

Members
  • Posts

    301
  • Joined

  • Last visited

Everything posted by AnthonyPython

  1. never mind it worked now, not sure why it didn't beforehand (maybe I just misspelled it the first time )
  2. I meant to put SanityPostEffect = false after self.camera:ClearPostEffects()
  3. How do you remove Post Effects from a camera in LUA? need this to remove Post Effects when Sanity is > 25 if self.Sanity >25 then if SanityPostEffect == true then self.camera:ClearPostEffects() if HDR == 1 then self.camera:AddPostEffect("Shaders/PostEffects/06_pp_hdr.lua") end end end or is this a Function and I can just call it to clear the post effect's? as self:ClearPostEffects()
  4. +1 This would be a great thing to have.
  5. ALL of that sounds awesome josh leadwerks is feeling more and more like the source engine, but 10 times better. do you think that at some point we will be able to send steam achievement info and stuff in LUA at any point of time without having to use the c++ version? (maybe a plugin?) also a random map generator would great to have in the future
  6. yea I was talking about the output window in the script editor. BTW thanks I had no idea how I even closed it LOL
  7. I guess I hit a button to hide it or something, how do you get the output window back? tried restarting leadwerks that didn't work.
  8. like how Amnesia does it beo, with the gears and stuff?
  9. @Recoils14 sounds awesome man, LUA is a good first start, you can do a whole lot with just LUA, as for C++ you can start there if you want to,But I enjoy using LUA just as much as C++, its all a preference I guess LUA does have its limits as C++ doesn't really (like LUA doesn't have steamwork achievements correct?)
  10. hey beo, you need to add this in the release function to make sure if the sound isn't nil before trying to release it other wise it will try to release something that is nil and crash the game all together (happened to me pressing esc to go to the menu map) if self.openSound ~= nil then self.openSound:Release() end
  11. one of them I like is the blue freeze that is a pretty awesome one, there are quite a few skyboxs
  12. check this article out guys about steam greenlight by kotaku http://bit.ly/1EWOhrV
  13. @macklebee there is, I used the leadwerks effect node which should export it to leadwerks correctly (and yes the edgeglow is from shadertoy, and modified to work in shadertool, (but it should have been converted to work with leadwerks)
  14. I am having problems with getting a couple of shader's to work in leadwerks, uh there just not working, I am not sure if it is just my side or if they just don't work. (as they work in shadertool) one of them is a edge glow and the other is a fullscreen fake 3d shader(http://steamcommunity.com/sharedfiles/filedetails/?id=353301645) to use for my menu, be great for any help. EdgeGlow.zip
  15. Oh don't worry josh I've been telling people to vote for it
  16. I upvoted it right away when you first posted about it, this will help developer's greatly.
  17. in a way yes, but the game I am making is lke a cross between fallout 3 + Amnesia + portal (best way I can describe it)
  18. well that wouldn't really make it a physic's based door though, I was thinking of like using AddForce(0,0,0) with the mouse position, like that. I may or may not figure this out later, if anyone wants to help feel free to.
  19. I'll assume it's just a brush or model attached to a hinge, and when you press E, it takes in the input of the mouse and depending if your going x or y it will apply the force to the physic's object for x and y with constraints. I've tried doing it some using a copied modified swinging door script with the motor disabled still working on it, just be a nice thing to have in general as well. well physic's based interaction with drawer's would be cool as well
  20. I Modified it a bit to allow the Font to be changed in the editor, anyways good job beo6
×
×
  • Create New...