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Everything posted by Angelwolf
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Thank you for your feedback. I'll definitely keep this in mind if load times are becoming a problem as the game develops. This is what I love about the Leadwerks community: genuine, constructive feedback from Leadwerks devs on the same level. And Josh, naturally, lol.
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This isnt a feature I considered previously, but might perhaps use as development continues. Out of interest, how much of a pause are you seeing between rooms? Should be a second or two as thats the way I made the door sequences, but shouldnt be much longer than that. Thought that many miniature load sequences would be nicer than one really big one, but I could be mistaken. I quite like the suspense when waiting for the next are to load.
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A new map for each room means I will not be restricted in the layout of the house. I can make a room but Have the option to easily change its geographical location in the future without much further hassle than simply changing where a door transition goes to. Sound should be constant, not just when looking at a door. I haven't noticed this before, is it happening to anyone else too?
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Played through, I liked it, didn't have trouble with the buttons other than trying to work out which ones to press in which order (which is the idea, I think).
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Yes, essentially each room is its own level. Global variables are used to store specific details about interactions the player has made to help continuity between room changes (eg, if an item has already been collected, it won't reappear even if the room is reloaded)
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Ok, so I amended Main.lua to get rid of the auto-fullscreen thing I always have a habit of leaving on. I've also added an extra door in the main hall way. To get it, the player will need to find the key. At the moment, this is more of a test to try and create a locked door, I doubt the room will remain the same as development continues, but you never know! The key isn't too difficult to find right now. I won't give spoilers now, but if you really can't find it then message me and I'll tell you. Not quite sure that would work so well.... unless I distorted it?
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Forgot to replace the fullscreen option in main.lua before publishing, so might need to untick the fullscreen option before running. Will try to update and republish later.
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Well, OK. I'll publish it. I'll put a disclaimer on there so people don't think they're getting anything other than a lump of Work in Progress. If anyone does try it out, please let me know your thoughts, suggestions and comments .
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I really don't think that there's enough there to warrant publishing yet. Literally three rooms connected by two doors. For progress though, the empty room has become a bathroom and the door has changed to wood, rather than the makeshift paint texture before. Added some new sound effects and managed to enhance the spawning script so it includes rotating the player to the correct direction. Bathroom work in progress
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Ok, I have it worked out thanks to the ProjectSaturn youtube tutorial! I needed my script to manipulate the FPSPlayer script, using 'script.camRotation'. Setting this to the pivot rotation worked.
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Thank you for your reply, but trying to spawn the player using the pivot's rotation doesn't seem to work. Here's my spawning code: Script.MaxSpawn = 1 --Max spawn level (keep as 1!) FPSPlayer = "Prefabs/Player/FPSPlayer.pfb" --Load the model for the player Script.Target = nil --entity Script.Target2 = nil --entity Script.Target3 = nil --entity function Script:Start() self.counter = 0 --Set spawn count to 0 end function Script:UpdatePhysics() if self.counter >= self.MaxSpawn then return end --Check to see if player is already spawned local player = Prefab:Load(FPSPlayer) --Load the player model declared at the top if Portal == 1 then --Check for flag to determine where player should spawn player:SetPosition(self.Target:GetPosition()) --Set spawn location to pivot 1 player:SetRotation(self.Target:GetRotation()) --Set spawn rotation to pivot 1 self.counter = self.counter + 1 --Tell the script that player has spawned end if Portal == 2 then --Check for flag to determine where player should spawn player:SetPosition(self.Target2:GetPosition()) --Set spawn location to pivot 2 player:SetRotation(self.Target2:GetRotation()) --Set spawn rotation to pivot 2 self.counter = self.counter + 1 --Tell the script that player has spawned end if Portal == 3 then --Check for flag to determine where player should spawn player:SetPosition(self.Target3:GetPosition()) --Set spawn location to pivot 3 player:SetRotation(self.Target3:GetRotation()) --Set spawn rotation to pivot 3 self.counter = self.counter + 1 --Tell the script that player has spawned end end
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Im happy for feedback in the Halloween Tournament thread here, if that helps?
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I've made a script that will spawn the player in certain places, pending the value of a particular varible. For ease of use, I am using pivots as targets for the spawner. Although I can get the spawner to spawn the player in the right location, I cant seem to get the player's rotation to face the correct direction. How can I make it so the player spawns pointing in a specific direction? Rotating the target pivot doesn't work. For info, the spawner spawns the FPSplayer prefab.
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House I've decided to start keeping a log of my new game, "House". Heavily inspired from the original Resident Evil games, House will be a first person survival horror. No gimmicks or trying to do things that haven't been done before - just a damn creepy environment with few supplies to keep you going. Atmosphere will be key. I think this project will give me a lot to work on, and no doubt I will learn a lot on the way. Prepare to enter the survival horror. Prepare to enter House. Video demo: So far I have made a basic HUD as well as some door transitions. Porting to rooms with multiple doors was tricky because I needed to find a way to tell the scripts where to spawn the player. This is done by setting flags from the last room visited, and then spawning the player at the relevant door in the next room.
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Have you physically checked those directories to make sure that the prefabs are definitely there?
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Thanks for all your replies, very helpful!
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If i add the variable Josk suggested, how do i call that variable in FPSPlayer.lua? Im assuming its Script.heath = HitPoints, but that doesnt seem to work. Edit: Ok, I literally used find and replace in FPSPlayer.lua for self.health to Hitpoints, which made it work. Thank you! One other thing though, How exactly would I go about using file i/o?
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Im assuming this is a script added to a pivot? I tried to look up how global variables are used in LE3 but I couldnt find much.
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I'm wondering if anyone can tell me how I can keep variables when changing maps. For example, if a player has 50 hit points and goes to the next map, I would like that player to remain with 50 hit points rather than having them reset to 100 when the next map loads.
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I have used this website for over 10 years for sound effects and I highly reccommend it. Even if the sound isnt exactly what you are looking for, they can be edited in a free piece of software called Audacity - something else I would also reccommend using.
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That did the trick, thank you! And also, how bizarre at the same time. Strange how theres no tutorial for this. Or is it a bug and this is a work around?
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Can someone please explain to me how parenting works? I want to make an object with 5 brushes move all at the same time. In the editor, I can drag and drop all brushes into one, which forms a tree. Moving that item around in the editor moves all brushes. However, when assigning a SlidingDoor script, only one brush moves. I think I need to use the SetParent function, but I don't understand how it works. The syntax in the documentation confuses me.
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Crash , Crash , Crash.. My 30 minute project simply Poofed !.
Angelwolf replied to seifeldin's topic in General Discussion
Try looking at the tutorials and tutorial maps, they are an excellent starting point! -
It is a good idea, but perhaps just a single 'thumbs up' rating for them. Some people may be disheartened if they receive negative votes. I think also that there should be categories for themed tournament games, eg Summer Contest 2015, Halloween Contest 2015 etc
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We could just discuss them in this thread. Im quite new to Leadwerks so my entry will be my first real attempt at a game. The title of mine is WolfTale.