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Everything posted by Yue
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It looks great, I was just thinking about that, including a vehicle. I was looking for just one, but that one looks really good. Implement the driver to be the astronaut, I have the experience to program it.
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The hud player is based on an image of the astronaut, and the respective bars are made with drawing operations in Leadwerks. If you want to collaborate in the improvement of this part of the project, feel free to modify the code and make new suggestions for it. HudPlayer.lua
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Lua is a programming language that has the option of simulating the object-oriented programming paradigm. At this point the work method implemented is to work with classes that are implemented through the use of tables. For example in the project I have a file that simulates a class called HudPlayer The content of this file refers to the player's hud, such as his image shown on the bottom right and the respective health, energy, and oxygen bars. And the content of that file is as follows: Hud = {} function Hud:Create() local this = {} this.context = nil this.window = nil this.imgPlayer = nil this.damage = nil this.dEnergy = nil function this:Start() self.context = Context:GetCurrent() self.window = Window:GetCurrent() self.imgPlayer = Texture:Load("Imagenes/HudPlayer.tex") self.damage = 0 self.dEnergy = 0 end this:Start() function this:Draw() self:DrawBarHealth() self:DrawBarEnergy() self:DrawBarOxigen() self:DrawImgPlayer() end function this:DrawImgPlayer() self.context:SetBlendMode(Blend.Alpha) self.context:SetColor(0.941, 0.521, 0.2) self.context:DrawImage(self.imgPlayer,self.window:GetWidth()-185,self.window:GetHeight()-243,339/2,410/2) self.context:SetBlendMode(Blend.Solid) self.context:SetColor(1,1,1) end function this:DrawBarHealth() self.context:SetColor(0.941, 0.321, 0.2) self.context:DrawRect(self.window:GetWidth()-327, self.context:GetHeight()-50,200,50) self.context:SetColor(0.556, 0.082, 0.082) self.context:DrawRect(self.window:GetWidth()-322, self.context:GetHeight()-45,190,40) self.context:SetColor(0.2, 0.2, 0.2) self.context:DrawRect(self.window:GetWidth()-322, self.context:GetHeight()-45,self.damage,40)--Max 190 self.context:SetColor(1,1,1) end function this:DrawBarEnergy() self.context:SetColor(0.133, 0.886, 0.156) self.context:DrawRect(self.window:GetWidth()-322,self.window:GetHeight()-49,190,5) self.context:SetColor(0,0,0) self.context:DrawRect(self.window:GetWidth()-322,self.window:GetHeight()-49,self.dEnergy,5) self.context:SetColor(1,1,1) end function this:DrawBarOxigen() self.context:SetColor(0.176, 0.901, 0.898) self.context:DrawRect(self.window:GetWidth()-322,self.window:GetHeight()-84,190,5) self.context:SetColor(0,0,0) self.context:DrawRect(self.window:GetWidth()-322,self.window:GetHeight()-84,10,5) self.context:SetColor(1,1,1) end function this:AddDamage(damage) self.damage = damage end function this:AddDamageEnergy( energy ) if self.dEnergy < 190 then self.dEnergy = self.dEnergy + energy end end function this:RecoverEnergy( energy ) if self.dEnergy > 0 then self.dEnergy = self.dEnergy - energy end end return ( this ) end So the way to work is to create these files to attach to the project. For example a particle system to simulate a storm on Mars, or similar things.
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Good point of view, a storm, solar radiation, things like that will give a twist to the mechanics of the game.
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I don't consider myself a programmer, but I feel more comfortable writing code in lua script. My knowledge in modeling and animation are good, however far from being someone professional in this aspect, so I always resort to look for models on the Internet for free and create animations with Fragmotion, going through Blender to apply modifiers to download polygons to those models. Lately I don't make my own animations, I rely on the use of external tools like Fuse, which is free and then I upload those models to mixamo that allows you to create very professional animations. I can easily create architectural models, cubes, columns, houses etc, but I find it difficult to create organic models. You can also manipulate images with corel Draw, Gimp and paint.net, nothing else, create alpha masks, change colors and create very basic figures. So I'm more inclined to write lua code, I think that's my forte, plus I know to a sensible degree the Leadwerks development environment.
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The prototype is finished, and the mechanics of the game can be given way. It has established a desert terrain in the form of dunes, this implies that there are no cannons or anything similar, because Leadwerks does not allow a terrain to cast shadows on that same terrain and this looks visually rare. So the terrain is like low-slope dunes. On the other hand, I think the texture of the terrain is already the definitive one, with the possibility of changes and suggestions on the part of those involved in this project. On the other hand we have taken the model of a habitat of the nasa, which certainly looks very nice. The next steps, are to establish the starting point of the player, this must start near the capsule return to Mars somewhere on the map of 2024 x 2. And think about the first thing you should do, repair your suit? Seek a shelter? things like that.
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Whether history can be changed on the basis of ideas that adapt to development. On the theme of the game, it would be to keep this as simple as possible, and Mars a desolate place only with rocks, helps a lot. So it would be a survival game, based on the basic needs of the character, vital signs, initially oxygen, life bar and energy bar. The starting point of the game would be next to the rocket, when and return to the planet, his friends of the scientific mission have died and therefore the mother ship, has been scattered in a very large sector offering resources to survive, food, water, and artifacts that improve their resistance and their ability to breathe. The idea is to make this as simple as possible in order to finish.
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I thought, something like the astronaut was in orbit with more companions in a larger spacecraft, but an accident happened, and everyone had to evacuate in an emergency, however everyone died, and our man managed to escape in this capsule and return to the planet Mars. On the subject is: Who were those people, a scientific research team, What were they doing before the accident, the return to earth was planned. It is not that it is the definitive idea of a history, anyone can contribute improvements or suggestions, having this as initial point, we pass to the method of work. Translated with www.DeepL.com/Translator
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Many things come to mind when you want to implement a game, based on what was done at the time, it would be nice to have a reasonable brainstorm for the game. Starting from being reasonable in thinking about what we could do and what we couldn't do. So initially we need a story...
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I'm going to update the Club blog.
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If anyone wants to help, you're welcome. Now I only have a terrain on Mars, a character moving on that terrain, a base, a first aid kit, and a rocket where that character arrived. For now I'm trying different terrain options, to find the best possible balance and performance.
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Well, this is a hobby for me, however I think my biggest limitation is that I don't speak English, and I have to be using the translator. About my project, something happens and it is that with time you have to learn to do everything a little, of course, it gives the impression that all of us who are here are amateurs, not all of them, those who make LE games are surely doing it out there and we don't even know it. Then, we could planetar. What is the motivation?, the one who makes a product like a video game engine must have one, and I suppose it is to sell its product, but to make something in team you must have something that drives us, for lack of money there must be something that makes it possible to start a project and finish it. I guess in the end it's easier to create an engine than a game. Translated with www.DeepL.com/Translator
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What format is best for creating a terrain by importing a height map? (points for and against) Something I can't implement in my game is canyon-shaped terrain, because it looks weird when you can't cast shadows from the terrain itself. So. What's the best option to create a terrain, plane, dunes, for a terrain with a stone there, and another stone here? And finally the more layers of textures for the terrain, the more performance can be affected?
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It's strange, a saying says, "A lot of boss and little employee", it seems that no one is willing to unite their knowledge in pursuit of a single goal to make a game, I think the problem is more attitude, because being part of a team is crucial responsibility and when it is done without profit, that is not that it makes much sense.
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I want to put a text on top of the box, which for example says "Food". And I want it to be seen from a certain distance but above the box.
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How can I put a label on top of the box but in 3D?