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CangoJoe

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Everything posted by CangoJoe

  1. Here's a good FPS horde shooter example: Earth Defense Force https://store.steampowered.com/app/410320/EARTH_DEFENSE_FORCE_41_The_Shadow_of_New_Despair/ Legions of onscreen giant bugs, robots and space ships and their accompanying corpses, body parts and wreckage Fully destructible city-scapes - every building you see can be destroyed. Great particle effects ranging from simple grenades to player targeted nukes. Lots of drive-able vehicles from motorcycles and tanks to towering mechs The devs even proudly proclaim that they willing sacrificed visual quality in order to generate more onscreen enemies as gameplay was more important than graphics. Perhaps you can show them an engine that will provide both?
  2. Heyas, Should Script:Collision be able to detect if something has spawned inside of a defined trigger area? I'm using a rectangular CSG with CollisionType:Trigger to define an a trigger area. I want to detect when another CSG (Collisiontype: Prop) spawns inside the trigger area but seems to fail in that regard. Does the spawning CSG need speed (momentum) to be detected? Thanks in advance!
  3. Hi, I'm assuming you're using FPSPlayer.lua -yes? If so, edit that script and try increasing Script.eyeheight value. Hope that helps!
  4. Wow that worked out better than I expected! They're bouncing around like Mexican jumping beans now. Just need to find the best value now. Thanks for pointing that property out
  5. Seems using decimal mass values less than 1 improved the bounciness of the balls. I adjusted the value to .1 and the balls bounce around more instead of dropping like lead weights. I'll spare you the animation for now and post the game when its in a playable state. Thanks for your help!
  6. Right now it's 20. I haven't really seen much difference between 1 and 20. Perhaps a different collision type?
  7. Heyas, So I'm making this simple pachinko game. The basic gameplay is that balls will fall down hitting pins and occasionally triggering scoring areas that award more balls. All the balls and pins are CSGs with, Physics Mode: Rigid Body and Collision type: Prop. Right now the balls fall, hit the pins and simply roll off. Is there a way to adjust the physics properties of the pins and/or balls to get the balls to bounce a bit more when they hit the pins? Or perhaps the change the gravity of the balls? Thanks in advance! -can
  8. Congratulations Josh! That's some exciting news, I hope this finally puts Leadwerks/Turbo on the map in a big way. I can't wait to see the first AAA media production (game or otherwise) that's powered in Turbo. Considering your affiliation with NASA perhaps rename Turbo to the ''ROCKET ENGINE'" ? It encapsulates visions of speed, power, performance and the ability to take you to new worlds :) I wish I would've got my tournament posters signed now...
  9. CangoJoe

    Voxel Madness

    That's pretty cool! If I imported a heightmap, will Turbo all me to generate voxel based geo instead of standard geo if desired? Can the voxel geo be modified during runtime (ala Minecraft)?
  10. Not sure if to cringe, clap, or Falcon Punch to this version...
  11. Hmmm perhaps then go with an 80s theme with the logo as well? In fact here's some concept art! No need to pay me now but I'll gladly accept a free copy of TGE
  12. This was the first thing that came to mind. Along with: Turbo Tax Turbo C++ Street Fighter 2 Turbo A logo plastered on 80s and 90s vehicles Sounds a little retro IMHO akin to words like 'Deluxe', 'Cyber', and '<insert verb> - O - Matic' (Cyber Deluxe Turb-O-Matic Engine anyone?) For better or for worse, I'm sure others will subconsciously make these associations as well.
  13. Ahhh ok, That's good to know, I didn't even realize what those files were for especially since they don't show up in the editor. Perhaps it could be pointed out somewhere, like the files updated popup that appears when the update is complete? Regardless, you can probably close this suggestion since it's already been addressed. Thanks -can
  14. It would be extremely useful if the update process could detect user modified default scripts and back them up instead of overwriting them. This especially applies to Main.lua where its common to hold global variables during map transitions among other things. Backup scripts would give users something to refer to if the update breaks their project. At the very least, I propose that updates always copy all the old default scripts into a backup folder somewhere regardless if they've been modified or not.
  15. Nice! It kind of reminds me of the THX logo - lol
  16. CSV files are great for small amounts of data, but flexible enough to be used in large games as well. I've seen them used in several major titles - Armed Assault (Operation Flashpoint) used it to contain unit/weapon data among other things. Here's some instructions on how to create a CSV file - it's really easy: https://www.computerhope.com/issues/ch001356.htm And here's a Lua code sample that shows how to insert data from a CSV file into a table and vice-versa: http://nocurve.com/2014/03/05/simple-csv-read-and-write-using-lua/ CSVs make a good stepping stone towards learning and using SQL DBs but, I haven't tried using LUA and SQL together 'yet' to make any good tutorial recommendations.
  17. Depending on how much data you plan to handle, have you considered CSV files? It's pretty much a fancy text file that has been formatted with commas. It's kind of a poor mans database solution, but at least you won't need any external libraries or apps to read and write data, plus you can always import the data to a SQL database in the future if need be. There's lots of tutorials and code samples readily available around the web.
  18. I'm using 2 of these flags and I haven't encountered any performance issues either. (7000th post! Do I win a prize? )
  19. Hey thanks a lot - these are awesome! I was thinking about using it in my tournament game. Maybe I should make a Vietnamese version Here's an idea of what it looks like before changing the nationality:
  20. Will Lua be supported in the final release?
  21. Very cool! Maybe upload it into the workshop?
  22. Hello, Per Josh (Leadwerks Engine Owner) Unicode UTF-8 for international characters will most likely be supported in Leadwerks 5. See the following link below for more information.
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