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DooMAGE

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Everything posted by DooMAGE

  1. Thanks thehankinator, now I can show the timer on the screen But I am having a hard time to reset the stopwatch. Tried force MS = 0 using a If, but when the if is no more true the timer resumes and keeps going up. Maybe I need some beer
  2. Hello guys! I am working on a hud stopwatch timer thing for my game, but looks like I can't use os.date("%X",0) from Lua since I guess you can't upload games with sandbox Lua off to the game launcher :/ Having a little trouble to format my Time:GetSpeed()/100 to something like MM:SS:MI Thanks in advance
  3. Oh snap, forgot to remove the dev route Thank you for report Edit *Updated in the version 0.3a1
  4. Hello friends, This is the first time I enter on a game jam in this community. I tried to follow the theme so after some research I started the development of this little prototype. I learned some cool tricks in this project and I hope to bring more stages and polish even more this game in the future. Since there is a little of "try and error" in this kind of gameplay, I worked to make things smooth as possible for the player respawn. In the beginning for example, when the player "died" I just called a map load. I found this solution very lazy and not smooth to the player, so after the core game mechanic was developed I worked to make the respawn quick as possible. To accomplish this, when I start the game I have a script to store the initial values of the players and all logs, so when the player respawn I just reset every dynamic entity of the game and give to the player a little time to react and try again. There is 3 stages in this game, and I think there is room to create even more stages and puzzles to the player enjoy. You can try the game and maybe beat the already infamous stage 3 here: http://www.leadwerks.com/werkspace/page/viewitem?fileid=734499057 Demo Updated Aug 01 2016 - Performance improvements - New Hud Details - Replaced some CSG for models Any feedback is very welcome. Thank you!
  5. Sure, it's a little thing I am doing for the summer games. I will post it very soon
  6. Hello guys, I don't know if this is a bug or I am doing something wrong. I am using the built in script TriggerChangeMap.lua to restart the map when the player falls on a death spot. I noticed using DrawStats() that there is a video memory increase when I load the same map. The assets are already in memory this should not happen at all. Any clues?
  7. Thanks I will try mess with raycasts
  8. Hello friends, I did a quick search and found nothing about detecting player collision with the terrain. Is this possible? For my summer game I am trying to respawn the player when he touchs the Leadwerks terrain. In mean time I am using a huge CSG brush.
  9. Same problem here so I guess this is not fixed yet? I have a CSG brush as prefab and when I load it, there is no collision. BuildShape() worked for me but I can't find nothing about it in the documentation pages. Is BuildShape() resource intensive?
  10. I guess josh is not aware of the issue.
  11. DooMAGE

    Water

    Woa this ocean water is amazing, hope someone port this to LE4
  12. I found this: http://www.leadwerks.com/werkspace/topic/8100-crouchironsighting/page__hl__iron%20sights#entry64141
  13. The api reference is always opened here To solve this problem I used Joint::Slider right? or should I use Joint::SetLimits and Joint::EnableLimits too?
  14. Not yet, maybe this can be used to a 3D game too? I think I fixed the problem, but I don't know why or how it works. I used something called Joint::Slider function Script:Start() self.entity:SetCollisionType(Collision.Scene) local position=self.entity:GetPosition(true) self.joint=Joint:Slider(position.x,position.y,position.z,0,0,0,self.entity,nil) end function Script:UpdatePhysics() self.entity:SetVelocity(0,0,2, true) end
  15. Hello friends, I'm doing some tests for the summer contest. In my game I have a platform that moves foward indefinitely, the problem is that when the player is on the platform the platform over time starts moving to other directions, I guess it's because the physics and the player mass above the platform. How I can constraint the movement of the platform to always be locked to one axis? I'm using this: function Script:UpdatePhysics() self.entity:SetVelocity(0,0,2, true) end
  16. Looking by the explanations that reepblue and Rick provided, I can say I'm really pumped to see this feature added to the engine
  17. This would increase performance as well?
  18. Now trying to reproduce a HL2 scene.
  19. So I should limit the range? Yes, it's all black RGB 32,32,32. Bad idea?
  20. Hello friends, it's me again I'm messing around with the new probe system, and its a very important addition to the engine. Thanks Josh! I noticed something odd, as you can see in the screenshot there is some lines showing, it's the lines of the probe box. I am doing something wrong or this is some kind of bug?
  21. Thank you Genebris and nick.ace! I think its better now
  22. Hello, I am finishing a hospital scene, and something bother me. The walls looks too "polished", bright and lack definition, I tried mess with the normal map and no success. The original normal map makes it even worse lol (funny and sad)
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