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Everything posted by Alienhead
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One last question please.. Do I need to frame tween this animation sequence or is the draw command called as the physics block is? function Script:Draw() if self.anim == "atk_hard" then -- add more if player.tmr_frameplay < Time:Millisecs() then self.entity:SetAnimationFrame(player.atframe, 1.0, self.anim, true) player.atframe = player.atframe + 1 player.tmr_frameplay = Time:Millisecs() + 15 local frm = self.entity:GetAnimationLength("atk_hard") if player.atframe + 1 > frm then self.newanim = "swordidle" self.animspeed = oa_idlespeed self.animloop = 0 self.animtrans = 300 turnoveranim = true player.atframe=0 end end end end Or : ( with frame tween ) function Script:Draw() if self.anim == "atk_hard" then -- add more if player.tmr_frameplay < Time:Millisecs() then self.entity:SetAnimationFrame(player.atframe, 1.0, self.anim, true) player.atframe = player.atframe + 1 player.tmr_frameplay = Time:Millisecs() + 15 *Time:GetSpeed() local frm = self.entity:GetAnimationLength("atk_hard") if player.atframe + 1 > frm then self.newanim = "swordidle" self.animspeed = oa_idlespeed self.animloop = 0 self.animtrans = 300 turnoveranim = true player.atframe=0 end end end end
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Yes! And one day I'll be enjoying what is UltraEngine... just not this day.
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Oh, nvm... I see now.. ty for the tip.
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That's Update on the world:Update() and not the physics:Update() right ?
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Oddly, after loading the same model but using asset_unmanaged - it won't play the animation at all. This is strange, as I usually always get it to play the animation at some point in the time line. Are the animation shaders tied to each other? Like if I have 10 of the same models loaded and each model is playing a different sequence will that effect each other? I've not really ran across this problem in LE before, its got me puzzled. Just to be clear, I've tried many different models so it's not the mesh itself. The pic below, shows left mob animated in idle, the right side mob is animated in a non- loop sequence but it won't play. Every once in awhile I'll get one of the other mobs to play some random location in the sequence. Ignore the girl in t-pose, I haven't got her turned on in this part.
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Finished up theme 2, "Mossy", I didn't enjoy that much, was a lot of work.. Tough figuring out how to model algae patches. Next I'm going to rip out the zombies, mummies and skeletons and bring in the story line characters. As you might can tell from the screenshot below, one of two main characters have found their way into the game..
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An animation plays from the starting frame ? For example - I call this player.entity:PlayAnimation("opendoor", .1, 250, 1) Notice this is a single one shot animation, no looping. But sometimes it starts at the end, at the middle, at the beginning, sometimes never see any animation at all. I've experienced this since I first started working with LE. never brought it up as it wasn't that important then, but now its is.
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While theme 1, Rustic turned out pretty good, the real kicker is theme 2 mossy/algae. I'm about 50% done with the platelet and still modeling the actual moss/algae geometry. I picked up a few new techniques doing this theme, so I may apply them to theme 1 later on. Welcome to Hotel California ! Calling it a day for now. Here's a early sneak peak of theme 2!
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While developing the lighting and color platelet for the cave areas I had the idea of giving the option for theme based dungeon creation. So I started to work on it. I plan on three themes which are selectable during map creation. Rustic - Metal Dungeon Mossey - Vegetation Modern - Artistic I have nearly completed the first theme, Rustic. By changing the color platelet, replacing the ivy and moss with barbed wire then tossing in some wall and floor rebar debris then splatting some rust decals around the walls and base lines - I was able to transfer the dungeon in a tetanus infested haven! Here's a random screen grab of the first theme nearing completion -
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I swore I wasn't going to do this when I started this project because it's a hell of a lot of extra work but I couldn't resist. I started adding cave plates to the tilesets and height awareness, not just the stairs. So far I have a handful of cave plates completed, and the results have turned out well as far as mixing them into the random generator. Heres an early shot of it working.. still needs tons of fine tuning and polish however.
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The Leadwerks workflow as far as material editing and object placement is flawless.. I vote to mimic it all the way! Theres just something about being able to open the model or material up in a separate window, move it to the side.. goto the model in the scene editor then make changes in real time then being able to see it unfold as you change is such a smooth workflow. To be honest, working in the LE editor is a MAJOR positive that contributes to being able to pump out nice scenes IMO. "It's hard to perfect - perfection."
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Sonniss is giving away 44gigs of their game sound effects collection. Valued at $5,000. Grab them while you can! Their servers are a little packed out at the time of this writing, but it should clear as the day presses on. https://gamefromscratch.com/sonniss-44gb-sound-effect-giveaway-at-gdc-2023/ (Everything is royalty-free and commercially usable).
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Yes. I've built a set of basic shells that are used in the initial random map layout stage. Then the generators come in for stuff like, randomlly moving bricks, placing ceiling boards etc. and building all the extras you see in the screenshots.
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Latest shots from beyond the crypt. Finished up all the land and ceiling random generators today.. phew. Tomorrow I start the critters generators for things like spiders, ants , snakes etc..
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Hey Josh, not sure you recognized this but Workshop in LE is dead with NET::ERR_CERT_DATE_INVALID error, also under chrome going to the LE docs page is invalid as well. Seems to have started yesterday I believe. Oddly, the docs work fine in Edge if I continue around he certificate error page.
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Please continue this, I think it's the coolest addition to Ultra Engine yet!
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Well these levels are popping out of nowhere actually.. its a Rogue-like game so its randomly generated every load-up. Getting it to the point of making these levels random on load up is a different story however. This started out as a game jam on itchio, I've never made a roguelike game, or a level generator for that matter, in the past so I thought it be fun to try. Come to find out I was really enjoying the game I made, which seldom happens, then with a little boost from the itchio community I pledged to take the little 7 day game to a full fledged title. It's a a lot easier game making when you have a basic shell in front of you. Design a short but playable game, then if it seems like it has potential - take it a step further.. That's all I'm doing. The Jams are a life-line to me, they force me to get outside of my box and do something I wouldn't normally had tried. What's cool about this project I'm on is I don't get tired of working on it.. The more random stuff I generate the more detailed it becomes and I'm not tied up making static levels all day long. To bad this concept don't work for all games, but it does for this one so I'm going to ride the wave! Here's another screenshot I just generated running through the level just now.. I love LE's static lighting, you get the benefits of a backed level with super low overhead! I can only imagine what Ultra can do ... I'm working on the dirt molding right now, as you can see in the bottom screenshot it just don't look right... yet Got it, that was really bugging me. Anyways I'll leave you guys alone for awhile, I've been bugging to much hehe. L:)
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I had some positive feedback from other players and the competition judges so I've decided to continue with it. While I was working in the 7 day contest I didnt have time to do any texture work so I left it plain shaded and toony like. I really really wanted to see what this plate set would do once I had time to bring it out some. So I spent this week uvmapping and material building, I got about 50% of it texture now. I also went back and replaced almost all the random generators and created a ton of new ones for thing such as floor tile, decaying roof, side wall and debris.. I still have a list of 11 more generators I want to create for this project. To be honest this is really just the beginning. This is a cool comparison : the old shot of the dungeon generator VS the one I've been working on this week. Keep in mind this is fully randomize, every brick, cob web , arch way, board, debris tile.. etc.. all randomized on map load up. New: and the original :
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Hmm interesting.. something to think about ! Not modding, but a form of game logic building.
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Thanks! I swear in the year I've combed over those docs I never saw that lol.. Thanks man.
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Is it possible in 4.6 to do any form of screen capturing or pixel reading? I'm trying to capture a overhead shot from a randomly made map to use for in-game mapping.. I haven't found many commands in the docs to support this and the info from the website here seems to link to 404's.. Is this even possible ? Thanks.
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Heh, thanks for the comments. I'm not a professional, or at least I don't make games for a living, although my wife says I need to start due to the amount of time I put in on my computer all week long hehe. I've been playing around with game design and coding for about 20 years or more, it's a passion as I find problem solving during game creation more challenging than gaming itself. I've had a few published games in the past but nothing recently as in the last 10 years. Hope you enjoyed the game!
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Seven-Day-Rogue-Like-Challenge I just finished submitting my 7DRL game entry to itchio. Once again Leadwerks is thrown into action against other games and engines. I'll post back the results here next week when they come in.. But in mean time everyone is welcome to play my entry ! This game was created in 6 1/2 days from ground up save the media, so there may be some rough spots here and there.. I ran out of time to polish it further or do any other additions but it is a complete playable game. Some infos - download here - https://abinarylife.itch.io/dungeon-skank-7drl Rogue-like gameplay through and through. Procedurally generated dungeons. Every things generated randomly on game start. Mobs, chests, floor traps, locked doors, armor, weapons and more! Perma - death, hurts so good. Bi-levels, up and downstairs and multi-directional hallways. Grid based movement, all three axis. Turn-based combat, pick your enemies from afar or avoid them all together. Watch as your dungeon is created before your very eyes then pick to redo it if you wish. Loot bags, mob loot, chest loot, and character upgrades. Collect Portal scrolls to easily get back to the starting chamber. The deeper you go the harder things become. Build up your character before traveling to deep! One goal, become strong enough to slay the Queen Skank, if you can find her in the depths below. About: I was so glad to see 7DRL return. In the past I was never really setup to do a game Jam but that wasn't the case this time around. I've really worked around the clock to get what I got completed. There's still so much I had to leave out due to the 7-day time frame given. I'll go over what I had to leave out and then I'll highlight what I plan on doing to this title after the competition . The Planning: Day 1, I sat down and wrote out a list of all the features I wanted to try and get in. Needless to say the list grew extensively. I then categorized by crucial features, needed features, polish and fluff. Being a single person team I had my work cut out. What I didn't finish Flee option ! If you turn a corner and bump into a lvl 10 mob then you'll have to fight him all the way as it is. I wanted to add Flee mode so you have a chance to get away,. UI and proper game options menus Ground clutter and additional armor pickups. Additional tile plates for more extravagant dungeons. Right now there are only 6 plates in the game and it still turned out pretty well. Story - Mode ! I didn't even get a chance to touch a story-line and I had an excellent one in mind to. Side quests and additional things to do. Conclusion If enough interest in this project develops then I will continue work on it. Probably wouldn't take much more than a few months to turn into a full-fledged title release. Adding things like additional tile plates for fancier dungeons, more mob types, playing cards, story driven quests and a proper UI, not to mention bugs I wasn't able to get out in time. In closing I would like think thank the people at 7DRL for their loyalty with this game jam. This is the first time I've joined their jam but I hope it won't be the last ! Until next time. Good bye.