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Everything posted by Yue
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This is because the character's nape bone serves as a starting point for the camera implementation system, where behind the character is another pivot where the camera is positioned. So when the character moves, the camera follows the movements of that neck bone.
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We are already in 2022, and we continue to do things in order to learn, to understand how to design a video game. To date, Astrocuco is the result of many intermittent years of learning where the challenge is always the same, to create prototypes of how programming works. What I have learned, I have managed to master to an acceptable degree the subject of programming, understand concepts of classes, objects and most importantly apply them when writing code, in this case Lua Script. This has helped me a lot to focus my efforts in writing readable, reusable code, where I can understand what it does, why it is done and how to use it. At this point the future game is about a teenage girl who lands in emergency on the red planet and her mission is to stay alive, initially pending her health, stamina and oxygen. About the character I can say that it represents a very personal aspect of my life with my daughter who today is 18 years old, and somehow I want to capture in the game a very personal situation. The character initially has two accessories, a helmet and a backpack. And his life, stamina and oxygen are measured with a Hud system that is positioned in the upper right corner. The character initially has two accessories, a helmet and a backpack. And his life, stamina and oxygen are measured with a Hud system that is positioned in the upper right corner. Although I can model characters and animate them, they would never look professional, so I resort to external tools like Mixamo to animate biped characters and to create them I use tools like Fuse, both systems are currently free. In this case the head of the character is created with Fuse, and the body of the character has its own story. The initial character The initial character was purchased from an art store and looked very different from what he is now. The changes arose due to the family situation we are going through and I decided to give her a more human aspect where the model pretends to be my daughter on the red planet (cancer). Then as the model underwent these changes to with the Fragmotion program which is for 3D modeling and where he received a successful head transplant. The rigging is created automatically by Mixamo and in the process the character is what it is today. I have to mention that I am not an expert in 3D art and the only tool I use is Fragmotion, where I can create basic architectural and organic models and give them an animation, but I would not have professional results like Mixamo and Fuse (free tools). The creation process I am not an expert in this, I have gone through a lot of engines, each one with its pros and cons, however I highlight that Leadwerks engine is just what I need from a technical aspect where my computer runs it very well. ( Hardware from a decade ago ). I love writing scripts compared to visual systems that offer other environments, so this is more for personal taste and circumstances. The most difficult thing at this point is to learn something and then put it into practice, for me this is a great achievement because I do not speak English and my learning process is usually complex. For some reason I am going a little slower but consolidating knowledge, making me skilled in this tool. So it is where for several years I have been trying to make the ragdoll effect, and evidently it could be done, not that it is perfect, but in the end it is a game and I am not creating a simulator of life. But I'm happy with the result, although partly because I would have liked the character to stand up. I am convinced that it can be done, however I don't want to invest more time in this and rather as soon as possible to have a playable demo. The problem to make the character stand up has to do with bones, rigid bodies and currently I use SetParent to hook the bones to those rigid bodies, but this prevents to free the skeleton to use it in an animation, the most reasonable would be to use SetPosition, SetRotation, but you see strange effects that surely have a solution, but would involve a process of learning and understanding to achieve the goal to stand up, such as detecting that the character is with his chest against the ground or back and unleash an animation to stand up. But possibly in the future it could be done. Doing this part of the ragdoll involves being aware of many things, the most complicated thing for me to make a game is to unite several systems and that all work as a gear in a harmonious way, I always emphasize I am not an expert in this, but I get by with the way I have learned, and something that happens is that when we learn by our means, what will happen is that we learn wrong in a high degree of percentage. For example when the character dies, it was a tremendous problem because I could not return it to its initial position, like a checkpoint, and what happened was that I loaded the character on the map. The solution was to load the character by means of script in a global variable, to later eliminate it of the memory but not if before loading it again, apparently what it does is not to load it from the hard disk, but from the memory where the other one was. But at the moment for me this is a feat, this works and all my experience is based as a player. User-facing parts of the project When the user launches the application, he will initially see a representative drawing of Mars, with a sign that reads the name of the game. ( Astrocuco). The interesting thing about this is that I have put a fade in and fade out effect on each scene like this. For example when entering the menu it appears little by little and when leaving it happens the same way. Subsequently, the menu is passed in 3D, a scene of a place that is intended to simulate a spatial environment of loading and unloading of resources. This menu is a prototype of what should be in the future, more specifically in the options section, where initially the player can change the screen resolution, or switch from windows windowed mode to full screen ( It works ) I have to comment that creating the resolution change and all this was a kick in the balls as well as the ragdoll. But in the end it works and that is gratifying from a developer's point of view. To finish I have to work on gameplay aspects, in the future I need a radar or a compass, also a simple inventory GUI. The idea is to collect certain elements (scrap, Polymer and other things to make things and repair them. I am aware that this prototype is very basic, and I don't know if I really make a game of this, but I have an 18 year old girl who tells me which looks very good, and it usually happens that over the years in my case we lose our ingenuity and see the world as children do not see it. So my daughter wants to see the game on Steam, would it be possible? I'm very pessimistic, but my daughter thinks so. So without further ado, we'll see you later. I would like to know your opinion, constructive and realistic criticism, you do not have to hurt my feelings, I highly value sincerity.
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What is the best way to simulate an emergency landing zone, so as not to complicate life it would look good as it is, or would you recommend to deform the terrain and leave a path where the landing capsule passed.
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I've been testing this from head to toe today. And I have something that horrifies me. If I move too far away from the center of the map, when the ragdoll effect is executed the character disappears. Only the helmet and his oxygen tank on his back are visible. Any suggestions on why this is happening, I have many things in my head but I don't know what it could be.
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@Josh The skull will now appear in the health hud. sdf
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I'm going to put it a little further down.
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I can't get AddPostEffect to work, the idea is to put the screen in grayscale when the character dies, but it doesn't work as I expect. self.camera:AddPostEffect("Shaders/PosEffects/grayscale.shader"
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Thanks You.
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Does anyone please know where the download link is, I think Josh had posted it somewhere. Thanks.
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Solved. The player will not stand up, after his death he is restored to a checkpoint. The solution was to load the player via script code and not on the map. elseif self.btnStart:GetText()=="RESET" then showMenu = 0 self.gui:Hide() Win:FadeOut() self.Hud.script:ResetLife() player.script.Helmet:SetParent(nil) player.script.Backpack:SetParent(nil) player.script.RPlayer:FreeJoints() player.script.RPlayer:FreeMeshs() player:Release() player = Model:Load("Assets/Models/Player/Yue.mdl") player:SetKeyValue("name","Yue") player:SetRotation(0,0,0) player:SetPosition(World:GetCurrent():FindEntity("ToolsBox"):GetPosition(true).x,World:GetCurrent():FindEntity("ToolsBox"):GetPosition(true).y+1,World:GetCurrent():FindEntity("ToolsBox"):GetPosition(true).z,true) player:SetScript("Scripts/Game/Player/Player.lua",false) player.script.hud = World:GetCurrent():FindEntity("Hud") player.script.Helmet = World:GetCurrent():FindEntity("Helmet") player.script.Backpack = World:GetCurrent():FindEntity("Mochila") player.script:Start() player:SetMass(10) Time:Delay(500) Win:FadeIn() end
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I'll go to sleep, I think I'm getting somewhere with this. First of all I don't get to load the character into the map, what I do independently via a script is load it into memory. It works fine, I can reset the position to the initial control point without any problem every time the character dies, however I am in a problem, and it is an option that is in the map called character angle, that is in the properties of the entity in the map. This option is used to orient the correct rotation of the character in its movement, but through code I don't know how to do it. That is to say, when I load the player with the map, I set this value to 180, and my character runs in the correct direction when he moves the keys. But as I am loading the player by code this changes everything.
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Leadwerks Documentation Model:Load( .. , flags)
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This is my suffering today. In thinking ahead in putting the character standing after the ragdoll effect happens that the skeleton is separated from the mesh, and does not move to its position where the player's position on the character controller is reset. Obviously at this point you would have to think about reloading the character, and not implement standing up the player. But I'd still like to try that, so I'm trying to think what I can do.
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This is a tremendous pain in the balls to have to deal with. World:GetCurrent():FindEntity("Yue").script.player.meshPlayer:SetPhysicsMode(Entity.CharacterPhysics) he point is that this for some reason that I do not understand does not work within the respective event of the button. This I have to use it in another script, inside this button I can without any problem restore the original position of the player after his death. elseif self.btnStart:GetText()=="RESET" then showMenu = 0 self.gui:Hide() Win:FadeOut() Win:Update() Time:Delay(1000) self.Hud.script:ResetLife() self.pos = World:GetCurrent():FindEntity("ToolsBox"):GetPosition(true) World:GetCurrent():FindEntity("Yue"):SetPosition(self.pos.x, self.pos.y, self.pos.z) -- No Work. --World:GetCurrent():FindEntity("Yue").script.player.meshPlayer:SetPhysicsMode(Entity.CharacterPhysics) --World:GetCurrent():FindEntity("Yue").script.player.meshPlayer:SetCollisionType(Collision.Character) World:GetCurrent():FindEntity("Yue"):SetMass(10) World:GetCurrent():FindEntity("Yue"):AddForce(0,1,0) Win:FadeIn() end elseif event.source == self.btnOptions then Now I have to find a solution to the ragdoll effect.
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Solved problem position reset position player. World:GetCurrent():FindEntity("Yue"):AddForce(0,1,0)
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elseif self.btnStart:GetText()=="RESET" then showMenu = 0 self.gui:Hide() Win:FadeOut() Win:Update() Time:Delay(1000) self.Hud.script:ResetLife() self.pos = World:GetCurrent():FindEntity("ToolsBox"):GetPosition(true) World:GetCurrent():FindEntity("Yue"):SetPosition(self.pos.x, self.pos.y+1, self.pos.z) World:GetCurrent():FindEntity("Yue"):SetPhysicsMode(Entity.CharacterPhysics) World:GetCurrent():FindEntity("Yue"):SetCollisionType(Collision.Prop) World:GetCurrent():FindEntity("Yue"):SetMass(10) Win:FadeIn() end The most complicated part of all this, in my opinion, is to put all the systems together to make it work as expected. For some reason the coordinates that I have initially where the character starts does not work with SetPosition, what I am doing is to use a reference model to position the model to its initial position, this would be like a CheckPoint. The ragdoll system at this point does not launch, the player is positioned at the coordinate, but does not react to the force of gravity, it remains suspended in the air unless I press the move key. What I am doing is breaking this into smaller pieces, the important thing here is that the positioning is done to that initial point where the player starts.
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I'm thinking of the instance, it would be when the character just before dying creates that copy in memory. But I am not clear if when creating that instance the script is still hooked and its respective property changes continue to be functional. But I just have to test it and I'll let you know. Motor de juego Leadwerks <<< Instance
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What I think is that the new graphics technology is not viable from a commercial point of view for traditional video games, not everyone has enough money for a PS5 or a RTX graphics, so the new generation of graphics will be of closed use for a very limited niche market and exclusive to one or another AAA game. What I perceive is that initially in a course of a few years this technology would be focused for cinema. Movies where they do hours of rendering will already be done in real time and the industry will have young actors and special effects. Otherwise I think we will continue in this generation with the PS4 and graphics cards accessible to everyone. Translated with www.DeepL.com/Translator (free version)
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¿Alguna sugerencia sobre cómo hacer esto posible? La cuestión es que no planeaba sacar esto a colación tan pronto, sin embargo, cuando mi personaje muere, el menú cambia la etiqueta del botón de estado de "REANUDAR" a "REINICIAR" y en este punto tengo que considerar esta situación. Dentro del evento del botón Reset es donde tengo que plantear cómo resetear al jugador a su posición original. elseif self.btnStart:GetText()=="RESET" then showMenu = 0 self.gui:Hide() Win:FadeOut() Win:Update() Time:Delay(1000) -- Here Reset Player. Win:FadeIn() end Aquí me encuentro con un problema grave, tengo que soltar los huesos que están relacionados con los cuerpos rígidos que simulan el efecto ragdoll. Pero ninguna animación que lance funciona. Es como si el esqueleto estuviera suelto de la malla, no sé qué podría ser. En el futuro esperaría que el personaje se pusiera de pie bajo ciertas circunstancias, pero en este punto parece que no sería posible, tengo que eliminar el personaje posiblemente y cargarlo por guión a su posición original. Así que estoy atascado en esto, cualquier sugerencia es bienvenida. Traducido con www.DeepL.com/Translator (versión gratuita)
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The result of this is that the mesh that deforms the ground must be of many triangles so that the effect is much more pleasing. But it is a good start.