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Alienhead

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Everything posted by Alienhead

  1. There's a jam on itchio that caught my eye a few months back, well it's finally came time and I entered it last weekend. My sole purpose is to de-throne the previous winner who openly stated that Unity was the only engine that could win this compo since the player had to fire hundreds and hundreds of bullets on screen at once. Well I have no beefs with any other engine, and my opinion is more power to them but the open challenge to prove this guy wrong was overwhelming so I joined. I'm currently firing 500 rounds on screen with full blown physics ( 189 fps on my lesser test system) in a 3d world... I can't wait to shut this guy up More later as this developes.
  2. I was wondering, what might cause my DrawStats to report 2 shadows being rendered, my scene has 1 directional light and no post effects on. Could this be due to the sheer size of the terrain ? 1024x1024. DrawStats even reports only one light active.
  3. Alienhead

    AABB

    I think I've done this before but can't remember if it was in LE or a different engine, couldn't find much info on it but is it possible to get the XZ of an entities bounding box?
  4. Found a major mem leak in my initial release. A couple of the fish emitters were creating pivots every other second, so after about 20 mins or so of gameplay ram would start getting full and slow down.. eventually crashing.
  5. That would be so awesome, I can already think of about 100 things I'd like to do with that ability.
  6. After thinking about it a few hours, this is the way I believe I would approach it - Dont use your character model as the physics controlled entity. Instead use an invisible box and put the character controller on that. Position and rotate your character model manually. Now you will want to set the worldgravity(x,y,z) to whatever angle the wall is your running on, for example if you are running along the left wall you do something like worldgravity(-10,0,0), now position your player to the character box and manually rotate it to give the illusion your are controlling it. Of course theres quite a bit more to work out, but that would be the base I'd use to get started.
  7. world:Clear() ?? I haven't done any wall runs in the past, afraid I'm not much help on that topic. Although I see it's become ever so popular.. May have to look into that style of game soon.
  8. Alienhead

    Selection Highlight

    The new editor is looking RAD.
  9. Whoa, I was cutting it close, and not by choice. Anyways, I got submitted with about 4 hours to spare. Download game, info and more media on itch's - Weekend at Keke's - https://abinary.life/temp/WeekendKeke_abl_build_0910.zip More info, screens and videos here - https://abinarylife.itch.io/kekes I think I'm going to bed for a few days now.. cya ! I leave you with my favorite screenshot, it was early morning, I was out snorkaling and gathering some shells, not paying much attention to what was happening around me when the threat music kicked on and I looked up and saw a baby shark trying to work his way through the wooden pier to make breakfast of me!
  10. If your like me, you might not always be distributing your project via an installer. In which case you don't have many options available other than asking the user to manually install OPENAL drivers. Here's a trick you can do to prevent having to bug the user about those damn OPENAL drivers. Download the oalinst.exe from the site, put it in your project folder. Add this snipplet to the top of your Main.lua script. -- OAL drivers stream = FileSystem:ReadFile("openal.installed") if stream == nil then os.execute('start /min "window title" "oalinst.exe" "-SILENT"') -- openal installs FileSystem:CreateFile("openal.installed") else stream:Release() end
  11. It's getting close to submission time guys! I actually think I'll make it.. Here's a view of the final rendering build.. I'm done tweaking and optimizing.. Will post a download link around 11pm tomorrow, when submissions are accepted. the aquatic theme they had us do really swallowed up most of the dev time. Water scenes and gameplay are probably the hardest to do.. At least to me they are .
  12. Depends on who you ask. I live and die by Leadwerks engine, it's truly one of the better engines I've ever used, and I've used quite a few. As with anything you got to get to know it's in and outs, its strengths and weakness but with dedication you can easily pop out grade-A stuff with LE. Ultra is the new and upcoming engine from the guy who made Leadwerks. It's probably the only engine that will pull me off of Leadwerks in the future.
  13. 2 days and 3 hours remaining! I've been working my title entry day and night the passed 7 days, they really picked a hard theme to do a game jam on in 10 days. Anyways, I haven't done water based gameplay with physics in LE before, so it's been an experience for me to say the least. I'm still not sure rather or not I'll get the remaining elements complete in the next 2 days, but I'm trying! The jam theme is aquatic, and having to do with holding ones breath for extended periods of time so I figured why not toss out 15 miles of beach head and add a snorkaling character to the picture. It's not all fun and games though, theres sharks and jelly fish to contend with. I'll post more and a download link over the next few days as I get the entry ready for submission, if I get it ready that is hehe. Sneak peek!
  14. I do like the OOP mode but will most likely stick to ecs when the time comes.. for compatibility.
  15. I've really had fun with this weeks update, although it's purely cosmetic - I've been wanting to add this stuff since I originally thought up the project. I've added spiders, rats, ants, snakes, stary cat(s) and roaches to the random dungeon. Each of these critters are interactable in some way or another.. Reworked the entire UI system and got the male playable character ( Mike ) in-game finally. That's it until next week ! Happy Easter to all!
  16. This is all so very cool and exciting.. How far along is the entire engine accessible via LUA? It looks like to me that porting a LE LUA project over to Ultra LUA is as simple as copy n paste. :)_ I'm super pumped in seeing this part of the engine developed further, the debugging via vscode using lua is out of this world. Can someone say 'Noble pr .....' hehe
  17. $100,000.00 LVL99 Jam 6 days, LV99's 23rd annual game jam - $100,000.00USD cash prize. teams forming! Has anyone here ever entered this jam in the past? it's ranked No 4 jam on itchio's hosted jam's but I've never heard of it before... Odd. One of the hosts is a sub-stock holder in Nintendo so I assume it's on the up and up. Just odd I've never heard of it before and I've been frequenting itchio for a decade.
  18. Official announcement - https://abinarylife.itch.io/dungeon-skank
  19. My game project took on a huge change this week, I've decided I wanted to modernize the dungeon, instead of trolls and goblins and swords and chests I've went with a much more modern theme. The game will take place beneath L.A. California, where all the low life of the city hangs out, prostitutes, drug pushers, drug addicts, murders, homeless etc.. Player will have to 'endure' in this environment in order to complete the tasks at hand. It's still 'freaks and ghouls'... just of another kind. Here's a sample of the new look.
  20. Finally got one of two main characters textured and cleaned up for game-ready state. I just happen to catch this screen shot on accident, probably never happen again. This is what happens when you kidnap big sisters little sister, you get a high heal to the throat! lol.
  21. Alienhead

    Selection Highlight

    Very nice, those outlines are going to sure help level design in many ways.
  22. That's cool!, as long as its 'per-entity' optional ?
  23. Ahh I see what your talking about now.. this is much much smoother and easier to control the speed of the animation. Thanks again. function Script:Draw() if self.anim == "atk_hard" then -- add more player.atframe = player.atframe + .1 *Time:GetSpeed() self.entity:SetAnimationFrame(player.atframe, 1, self.anim, true) if player.atframe > self.entity:GetAnimationLength("atk_hard") then -- end the one-shot turnoveranim = true end end end
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