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Phodex Games

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Everything posted by Phodex Games

  1. Sure I will add it to the "best answer".
  2. For all those facing the same problem, its actually pretty easy. Log into the steam backend and set up an achievement like so: Then in leadwerks, if you use lua, just call Steamworks:Initialize() in the main.lua at start. To set an achievement active do this: Steamworks:SetAchievement("STORY_COMPLETE") --And thats all :) Two things to keep in mind and which confused me are: 1. Steam may take a while to display your achievements after you published them, so wait until you see them displaying in the steam store, or when you click on the game in your library. 2. The achievement unlocked popup, will NOT show up while ingame, you only see after you closed the game and an achievement has been unlocked. There are also progressive achievements but the work pretty similar. Little tip: As those functions are not documented, activate auto complete for the Leadwerks IDE and type "Steamworks:" it will display all available functions. Good Luck
  3. Hi, I want to add steam achievements to my game, but I only found very old threads about the topic. I can't really get it running. I am trying to do this with lua by the way. So I set up a few achievements and published them in the steamworks backend, then after I called Steamworks:Initialize() in my game I just call Steamworks:SetAchievement(API Name as string) to unlock an achievement right? This does not work for me, and the function is also not documented. Am I doing something wrong? Thanks! EDIT: Ok solved, I think it does not work with my developer account and the achievement unlock message seems to only be displayed after I closed the game again.
  4. I actually build a something like this for my own UI system, using the theora library and some old code I found in the forums. I wanted to put it to the marketplace actually, but it does not play audio yet, so you would need to play the audio externally with Sound:Play(). Also as far as I remember the quality was not that good, but maybe it was just because of the video conversion to ogg. If there is a demand I may consider working on this again and bring it to the marketplace as part of the phodex framework
  5. Ok so I found a workaround for the issue. It actually works pretty good so far, still its not ideal, and I just tested it for a single non-prefab object with no parent, but it is at least something. A Physics:Refresh() function maybe would be a good idea? But thats just my unprofessional opinion. function Script:Start() self.startPos = self.entity:GetPosition(true) end function Script:UpdateWorld() if self.moved then --Move the object one frame after I gave it mass then remove the mass and set it back to scene collision self.entity:SetPosition(self.startPos.x + 15, self.startPos.y, self.startPos.z, true) self:SetMoveMode(false) end if keyHit.K then self:SetMoveMode(true) self.moved = true end end function Script:SetMoveMode(state) if state then self.entity:SetCollisionType(Collision.Prop) self.entity:SetMass(10) else self.entity:SetCollisionType(Collision.Scene) self.entity:SetMass(0) end end Future will show if this will also work for my more complexe scene... EDIT: @mdgunn Just saw your reply. Yeah my sentence was a little weird. I meant that with this method, all of my objects will have dynamic physics, and objects (like wodden planks) I place on the roof of a room will fall to the ground when mass is enabled. However as you can see above I found a solution, at least for the moment.
  6. Ah yeah the new cube I created in your scene had 0 mass actually. It does actually work with mass > 0. The problem is if I set mass to my scene object then it sometimes just falls through the ground (which by the way is why I did not set a mass), or it behaves like a dynamic physics object, which I not want, I maybe have some wodden planks at the ceiling and don't want them to fall on the ground ^^. Well I have different room layouts & different prebuild furnishing sets. A few rooms are preloaded and then everytime you exit a room an new one gets loaded and placed at the right position. This works in the first place, but I experienced that after a certain number of rooms, the collison of some objects are broken (so far just the furnishing objects, not the room itself were affected). Could you explain this a little more? As explained about arent my objects flying around with mass enabled? How would you created the scene floor and not make him move? By the way, thanks for you help its actually one of the last things I need to get done before I can release it...
  7. I downloaded your files. First it worked, but when I created a new cube and changed it to +15 it did again not work. I now also experienced, when changing back to +5 with another cube that just the front of the box had physics and I can walk inside the cube from the sides. Play around with different pos values (like +5 +15 +25) and you will see the physics break again...
  8. Well ok I guess you are right. I just meant I need like 5 minutes to setup a scene like this. I know you are busy and I appreciate you take the time... I attached a test project. Just open the start.map. If you press "K" the box moves and you can walk through the box. Now the question is how to move it without breaking the physics. TestLevel.zip
  9. Well to see the problem I am explain I would need to upload my whole project, which is relatively large. If I have time I can try reproducing the error in a smaller setup and upload it here. But as the tests with the box results in the same behavior (disabled physics when setting position after an entity is spawned) I though it is actually the same error as with my more complex scene... Sorry I don't understand why the setup I and mdgunn described is not enough to examine the problem... I mean the question still remains, how to change an objects position with static scene phyiscs after its placed in scene. I see no solution yet. I understand that it has to do with the physics engine not updating the new position of the object, but what to do against it?
  10. Yeah this explains why, in my actual setup, the physics breaks when the prefab is loaded the second time and placed in the scene. At one point I release a room and load another one. When a prefab is loaded in the scene the second time and position is changed physics are broke. You are talking about "continuously" calling this, but I am actually not. I just call it once after a prefab is loaded.
  11. That actually works, BUT the weird is if I change the first SetPosition to self.startPos.x + 5 instead of +1 it does not work ?. However the physics are alright if set back to start position...
  12. That is exactly what I need... Yeah I tried that, the physics shapes are in the right place.
  13. Yeah I first thought Prefabs are the problem as well, BUT thats why I set up the test scene with a normally placed box with same conditions as my prefab objects (Scene physics and 0 mass). This is a summary of what I have tested and what happend, again this is a normal object placed in the editor. No Prefab. I think if I find a solution for moving this object I can use the same for my prefabs: SetPosition breaks the collision of the object Move breaks the collision of the object if used twice Joint:Kinematic does not work for static physics objects (I also think it makes no sense to use a joint for a static object...) I know Prefabs are a little weird sometimes, but currently its about a normal object, although I use prefabs in my actual situation. I wonder this problem didn't occur for sombody else yet, it think changing an objects position should be used every now and then... The weird is that in my actual setup the physics just break for models, but not for csg brushes, under different circumstances however, which are a little hard to explain right now, the csg brushes physics broke aswell.
  14. Thanks for the code, it actually works, but that is not what I actually want. This slowly moves the object in place. I just want to spawn a new object and set its position. And I also don't want to have a object with mass, or dynamic physics. I simply want to change the position of a static object (scene physics and 0 mass). Imagine something like this: function Script:SpawnObject() --the object has scene physics and 0 mass self.obj = Prefab:Load("Prefabs/Object.pfb") self.obj:SetPosition(x,y,z) end The above code sometimes breaks the newly spawned objects physics as mentioned earlier. Using a joint does not seem to be an option. I dont want my object to slowly move towards its spawn position. I could provide a test proejct, but the behavior can be reproduced so easily. Just take a csg brush, scene physics on, 0 mass. Now try to change its position & test the collision with a player controller.
  15. It somehow does not. This is what I have: This is what the attached code: function Script:Start() self.joint = Joint:Kinematic(1, 1, 1, self.entity) end function Script:UpdateWorld() if keyHit.K then self.joint:SetTargetPosition(300, 2, 0, 1) end end It does not even move slightly, but even if. I just want to set the position of a static scene object. Why should I need to use a joint for that, I would expect set position to work for a static physics object. I really need this to work, otherwise you can just randomly walk through objects...
  16. Hi Leadwerkers ⚙️, today I have a cool announcement to make. In the past two years I was working on the Phodex Framework, which is a set of helpful tools, utilities and systems, created to unleash Leadwerk's true power and potential, to be able to create the games I had in mind. Now, that I have released my first Leadwerks game Bladequest: The First Chapter and the Phodex Framework has proven its worth in practice, I thought it is time to share some parts of the framework, especially those I think everyone could make use of. I step by step will release different components of the framework, some of them are free, some of them paid. The best is, the first component, the very powerful and flexible Event System is already available for free. If used correctly, it can massively improve the structure of your code and also offers you the opportunity, to build your own powerful systems upon it. For the future I also plan to produce some video tutorials to explain everything more detailed. For now you can read the documentation, that comes with each component. The following components are planned to be released in the future: ? Advanced Animation Manager ? Advanced Debugging Functions ? Easy Raycaster System ? Helper Functions ? Input Manager ? Object Orientation for LUA ? Save & Load System Together, those systems will massively improve your Leadwerks experience. I can't imagine working without them anymore and am sure you will feel them same once you use them. As always stay cool and have a nice day Markus from Phodex Games
  17. Yeah I just tried that because it did not work. Hmm I still can't get it work. What am I doing wrong? function Script:Start() self.joint = Joint:Kinematic(1, 1, 1, self.entity) self.joint:SetTargetPosition(300, 2, 0, 1) end Shouldn't this code change the position of my object? Could you give me an example code how to move a physics object with this? And does the object need a mass or specific collision setting?
  18. Ok I wonder how to use this for my purpose now. I tried this code but my object does not move at all: function Script:Start() self.joint = Joint:Kinematic(0, 0, 0, self.entity) self.joint:EnableMotor() end function Script:UpdateWorld() if keyHit.K then self.joint:SetTargetPosition(150, 2, 0, 0) end end I don't really need continually change of an physics object. I am currently building a random dungeon generator and the systems loads in prefabs and sets them in place to generate a new room. All objects have Scene physics with no mass (And I think the joint does not work with 0 mass, does it?). I experienced that in some rooms some objects have no physics anymore (seems to be random). So the set position command is only used once after the prefab is loaded. The example shown here with the box was just to examine the behavior. So I need a solution how I can move my rooms & furnishings without losing the physics...
  19. I can't find this in the documentation and it does not work, at least not with lua.
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