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Everything posted by dennis
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running it on my HP pavilion 15P etc. Intel core i-7 2.7 ghz's 8 cores. 6GB ram and a HD radeon 86xx series.. pretty sweet performance
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I didn't small start and i'm making progress even it's my first project too: http://indiedb.com/games/banned but... Ypu're right a rpg is a hard start
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Best way to run animations without affecting my game mechanics?
dennis replied to dennis's topic in Game Artwork
Okay, so how would you release the base code -
Best way to run animations without affecting my game mechanics?
dennis replied to dennis's topic in Game Artwork
I don't really understand all of that. tried to find out how to but didn't work out :/ -
What about releasing on steam, I guess steam has code for tha.. built in the steam api
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Is that actually rendered using leadwerks? Great work!!
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GheGhe yea true, But it is disabled since update 3.5, will try out the gun script
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I can't see the bones to parent it to. But I need to parent one bone to another like a gun or assault rifle. I thought ypu where talkong talking about thwthe editor
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I'm working in update 3.5, so it won't work :/ Hmm, thanks! will take a look at it
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Hey guys, How can I add a certain model like a weapon to a enemy character? cheers
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Thanks! works fine, looks really sick
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Heya all, I wrote this little piece of code: i = 1000 repeat world:SetWaterHeight(i) i = i - 0.1 until i < 0.80 if i <= 0.90 then self.enabled = false self.lowerstate = false end I wanted it to lower smoothly, so you can actually see it come down. I placed this code inside Script:UpdateWorld() but my screen then stuck and the water is at the preferred height cheers
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Best way to run animations without affecting my game mechanics?
dennis replied to dennis's topic in Game Artwork
sounds cool! you made me start thinking on this. I could make a new set of models get loaded, and let them do stuff then set them free or something -
modulate2x = dst_color src_color Is the same as: color1 * color2 + color1 * color2 which would then be: glBlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
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Hmm, back with LE2 i used sqlite database with lua. When you pickup a note, artifact or some other stuff you write it away in a database. Sqlite3 is a flat file database... You add a increment variable for example: Notes = 0 Everytime you pickup a note it will increment +1. A note has a example value of 100 pts. Every note which sits there in database Has to be retrieved so you get the count of the notes. Your script sees 10 * a value of 100 and that's your score. http://lua.sqlite.org/index.cgi/index
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- points
- point system
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Heya, How can I make some sort of cinematic (ingame just by using animations) without affecting my game mechanics? I have something in mind but it doesnt't really come to life. i think I do need to run the cinematic (by creating a standard camera) and after completion of the sequence my player gets spawned or something. How does the industry standard apply or do you guys have a good idea for me to bring this alive? I'd like to here from you all, chreers!!
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Heya, How can I make some sort of cinematic (ingame just by using animations) without affecting my game mechanics? I have something in mind but it doesnt't really come to life. i think I do need to run the cinematic (by creating a standard camera) and after completion of the sequence my player gets spawned or something. How does the industry standard apply or do you guys have a good idea for me to bring this alive? I'd like to here from you all, chreers!!
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You can create a database for all those variables. Sqlite 3 for example.. Or if you are working in c++ you can use mssql or something like that
- 16 replies
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Export the normal, specular and displacement maps.. It should look way better! Your model then reacts on lighting. What you also can do is simply add shader effects / posteffects to your camera. Ie. Camera:AddPosteffects( --shaderfile.shader) Anyway, what editor are you using there ?
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Hia guys! the game keeps crashing on test built, I updated to beta, and since that update my game keeps crashing on test run (LUA) my mapfile is the following: inside_world_sewers.rar I got this crash since the beta update cheers
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Did you setup the inventory manager ? maybe check out the example scripts
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Where did you placed it? function Script:Start() ? or somewhere else ?
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Hey shad, Already did that, ain't working. here's the code I'm using: BarL = Model:Box(1,0.5,0) BarL:SetParent(self.camera,false) BarL:SetColor(1,1,1,1) BarL:SetPosition(-1.3, -0.55, 1.2) BarL:SetRotation(35,-85,0) BarL:SetShadowMode(0) local BarLMat = Material:Load("Materials/HUD/maindisp/hud_bottom_energybars/hude_10.mat") BarLMat:SetDepthTestMode(false) BarL:SetMaterial(BarLMat) BarL= Model:Create() problem is, it won't rotate with the camera. it first did, but since LE 3.4 it doesn't. Cheers Btw, that is for the left side, since the Hud is built in several parts
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I know, but I want it to do using code, easier to do... because I have more scenes to deal with, and I don't feel like setting those up. still thanks though Still can't find it, there was a strange bug at my side. it was totally lost