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Everything posted by xtreampb
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So I would like to be able to add a specular map to a layer in my terrain, and maybe be able to adjust it at run time. What would be the best way to accomplish this?
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Is it possible to replace the terrain shaders, maybe in the C++ project. Maybe with some support with a lua script to control the settings in the editor
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So based off the documentation found at http://www.leadwerks.com/werkspace/page/api-reference/_/command-reference/collision-r778 I set a 'floor' to be of type debris and my sphere brush to be type prop, the brush shouldn't fall through right? That is what i'm experiencing and wonder if it is because i am using a character controller instead of a ridged body. If i set the 'floor' to be of type scene and my brush to be of type character, works as expected. Is there as way to define my own collision types and how they should interact with the existing ones?
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I have a sphere brush object that I am using needs to use entity navigation (be a character controller) but also needs to float. When i set gravity mode to false, it hovers but it doesn't move. When gravity mode is default, it falls to the floor but then navigates.
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Set gravity mode would probably work if it didn't need to be a character controller.
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So I just frustratingly figured out that if you wrap the entity navigation functions in an if check (in lua) then the actual movement doesn't happen if it results to true. It would be nice to denote this in the API documentation. I'll put a comment in there for future reference.
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I don't think sprites has collision. maybe try to make a primitive small box and assign it mass and create it just like you do your sprite.
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Is there a way lua, C++ or both to still have gravity turned on for some objects and off for others? Would I need to create another world and have the entities that aren't affected by gravity assigned to this world? Can I even draw two worlds to the camera. I don't see why not just some meticulous management of objects.
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Can someone please provide guidance on how to use LE 3 to create 2D game. I want to use sprites as the feel should be similar Pokemon.
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Hello all, I would like to first apologize for my disappearance. I ran into some issues with my source code and silly me, didn't set up a repository for my source so reverting my changes to a stable state was not practical. I decided to change gears and try to use only LUA. I created a new project and imported all the assets over and as it turns out, the loading is actually faster. One thing i was trying to do was thread out the loading of assets when maps are created but that just put my project in an unrecoverable state. I still plan on creating randomly generated mobs/items on map load, but instead of doing this in C, I'll do this in LUA. This workflow will be along the lines of creating a global function that will be called on map::load. I want to create a generic script object to pivots. This way in the editor I can select what can spawn where. I'm also going to have to create a "Map" script attached to a pivot entitled "Map". This script will have all the limits that can be spawned. The only issue now is to figure out how to track number of generated entities of each type. I don't want to use globals. I wonder if LUA supports static types? That is some research for me to figure out. Right now i'm hitting the design phase hard and shying away from development and prototyping. One of the most important aspects of my game is the spell tree. It has multiple different levels and some aspect types can evolve into other aspects such as water evolving into ice for an example. Others can be merged into one-another to create new types of spells. Like fire and earth combining to make lava flow freely from the ground below. This is a complex tree that I want to get right and will take time to design and connect and then even more time balancing. Because of this complexity I'm having a hard time "drawing" this design out. I've resorted to Visio. I like the structure that this can build however, this same structure limits to how and where things and objects can be placed. If anyone has any ideas or suggestions, I'm open to hearing them. ~Xtreampb~
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for what i was doing by populating the map with pivots wouldn't take long to load the map then as each entity is loaded update the loading screen.
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there is as map has a top level entity. you then get the number of children from of that entity. Cant quite remember the commands but i remember something along those lines.
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load stuff with a loading screen. but just using std::thread::joint() was causing errors
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So I attempted to thread out my application and i think OpenGL got angry at me. This is what some simple threading to test if i can spin off threads in my C++ back end (which would be great). However I don't think this is possible so loading assets in a linear fashion seems to be my only option. This may be a product of early optimization. Along with finding out that I can't multi-thread, it became that when i use the crawler prefab, the game will crash when it loads. I don't get any errors in the editor or in my C code so i have know idea what is going on. I just may have to create a new project. I still want to use the pivots to mark spawn locations. I'm having some issues creating the logic to be used to set the unique spawn options. Because the script will be used for each spawn, i can't use the global stack to push an options table because they will over right one another. I'm thinking about creating a C++ function that lua calls that will send a table as a parameter and then the C++ will use this along with some constraints to determine what it should be, if anything. From there the object will be loaded and placed in the world.
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but what if i wanted to rotate my controller along the z or x axis? set input just takes a single float, how would i translate this?
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i have the amount that my controller needs to turn. It just isn't making sense how to translate a rotation on 3 axis' to a single float value.
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when will this new line of code take effect?
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character controllers need to use setinput to rotate. see thread here
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easiest: Print Screen button (next to F12) Open Paint press Ctrl+V select your window using the square tool press Ctrl+X or Ctrl + C open new paint window Press Ctrl+V save as jpg
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I will have min and max's of each type to be generated. Also enemy strengths will be directly proportional to that of the combined player's strength. I feel that the level should be able to be completed without the use healing, but healing will make it easier. Bonus's may be presented to players who complete arenas/gauntlet who don't use healing. Also ideas for self healing spells are being discussed so that the player can choose to not solely rely on the environment. This hasn't been confirmed yet though
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I was looking for that page but wasn't sure where it was. Ok since the muli select list isn't a supported feature. I'll do this the hard way. No big deal. Thank you rick.
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Playing the same map over and over again can get boring and repetitive causing players to loose interest quickly. I'm writing a system that when the map is loaded, will randomly load entities, position, and rotate them as appropriate. This means that every time you enter an arena or the gauntlet, the enemies spawned will be different. Not only will they be different but so will their abilities. This idea comes from trying to optimize the loading of map file. What I plan on doing is instead of putting the entities in the map, i'll use pivots to store their location and rotation. I'll then attach a script that will be used to determine what kind of entities can spawn at that pivot. Not every pivot will be used to spawn an enemy. Some will spawn items and even still some pivots wont spawn anything. I feel this will make each user's experience unique increasing their enjoyment and the game's replay ability. The greeting party has been designed and their picture can be found in the steam community page. Click here to view and leave a comment. To see the progress of this game in real time watch at www.twitch.tv/xtreampb
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Is it possible to use --lua script Script.varName=0--choice "displayName" "choice1, choice2" but where i can select multiple choices in this list? Like a checkbox beside each item to select or deselect a choice.
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ok so instead of a pool for map::load could i spool off the map::Load into a thread to not tie up my UI?
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so i have this code in C++ Entity *spawn = world->FindEntity("Spawn"); Entity *player = Prefab::Load("Prefabs/Player/FPSPlayer.pfb"); player->SetPosition(spawn->GetPosition()); player->SetRotation(spawn->GetRotation(),true); problem is, my player isn't being rotated. It's position is being set, but it isn't being rotated. Could someone give me some insights please?