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Everything posted by Alienhead
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yes, 100% Lua. I'm running a steady 50fps on my older dev-test system ( gtx 750 card ). I've made most all the effects and extras toggleable so it's actually quite possible to achieve 60 fps on older systems. I got the code fully stable at this stage, I can run a map for hours with no crashes or mem leaks.. I often thought about changing it over to c++ as I do own the LE c++ version, but dev time is so much faster with LUA. I have entertained the idea of porting over but I'm in so deep now I feel it'll be easier to re-write if I went to a different engine with this game. Fear of hitting a bottle neck is always lingering however. Is Ultra feature locked yet? or is code still likely to get broke over the early access stage ? So far I've had no reason to change the project over, LE has upheld everythign I've tossed at it so far.
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As promised here's the video I just completed on the destructible environment in DefendTHIS. A few glitches to clean up but I'm knocking them out little by little. More info on on my game and my wiki! https://abinary.life/flarum/public/t/game-defendthis
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local number = 10 number = math.clamp(number,1,5) Errors out, The the docs read - This function clamps a number between a minimum and maximum limit and returns the result. Even the standard lua call errors on me. Math.Clamp () / math.Clamp() / math.clamp() or simply: ?? function math.clamp(numb, min, max) if numb < min then return min elseif numb > max then return max else return numb end end
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Outstanding looking engine, I really love the ability to move an individual bone while the normal animation sequence is rolling... That video gave me tons of ideas for a future project.
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Thanks! glad you liked it. I really had more planned for it but the thin timeline forced me to pencil out some really cool features I was wanting to put in. Who knows, I may yet go back over it and add in the stuff that I didn't get to. My main priority is to get DefendTHIS released in April so if I do it'll be sometime next year getting back to adding to Essscape.
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I've been working on a top secret addition to my game, I didn't want to let it out of the bag until I was certain I would be able to make it work and fit in the game properly. All that came to pass and I wrote this last few lines of code for this addition this morning. On top of the other duties our Commander undertakes in the game, we now have to worry and contend with the house hold pet! You know how pets like to grab kids toys and run off and chew them up!? Well the Defendthis! dog does the same.. You'll need to keep him away from the playfield when possible, he can create quite some havoc if you let him romp freely. I've given this dog some pretty accurate to real life Ai, he'll nap, wondering randomly around the room, stop and bark at toy soldiers on the move, chase the Commander when in range, scratch, eat, sleep and more.. I'll keep the cool features a secret until release time. A new video coming later this week, once I smooth out a few rough corners regarding this addition.
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I've been budgeting my polygon usage as of late.. is it just me or do you also think I've shaved way to many polys off my 3d Tree? Lol j/k..
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NOTICE 1.03b uploaded - sorry I had the wrong compile online with my initial post. Hey guys, today marks the day for compo entries for the syntaxbomb compo #15, I entered using the LE 4.6 engine. You are welcome to download my entry and if your previously registered on syntaxbomb ( no new accounts ) then send me a vote please! Have fun, let me know what ya think. Keep in mind this game was made from ground up in 45 days so it may be rough around the edges in some places. Download link and OS requirements : https://abinary.life/abl/ ( Windows PC / requirements on page ) Required dependancies : OpenAL ( included in installer ) Brief info about your game :Deploy plans to free henchmen from jail. Any screen shots or video's : https://abinary.life/flarum/public/d/5-essscape-screenshots Media information : Mostly my own, some from itchio and others from sketchfab & turbosquid Trouble shooting and Support : https://abinary.life/flarum/public/d/11-trouble-shooting Homepage : https://abinary.life/abl/index.php/ct-menu1-item2/ct-menu1-item3 *My host provider does not like outside linking so I can give no direct d/l link, you'll have to click the download button from within my site. Tyvm. PS: My job picked a hell of a weekend for me to go out of town on. Anyways, I'll be out for 2 days but back in time to play all the entries! have fun, and good luck guys. If you run into any problems please see this page https://abinary.life/flarum/public/d/11-trouble-shooting I feel I got it all bug free, I've played through it twice and had family members do the same. So should be smooth sailing. ( I hope )
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Oh it gets even harder than that actually, imagine sniping from a ceiling fan that moves to the motions of what's happening in the game. More info on drone mode in my wiki! https://abinary.life/flarum/public/t/game-defendthis
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We love options. Your a newb... I'm a newb... we all justa bunch of noobs.. >
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As some of you may know already, I've been working on a leadwerks tower defense game for about a year now. It has taken on many different forms but the game behind the imagining remains the same. I'm glad to announce that revision 3 of defendTHIS is nearing playable status ! I've released info and other stuff regarding the game on my website.. but here's a look at the fresh new face-lift of defendTHIS!. This is the style I plan on sticking with as the game gets closer and closer to completion.
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I'm putting the install package together for my game competition entry.. My question is regarding the OpenAL package, is this a common windows driver or should I assume most gamers already have this package installed? Should I include a silent install from the installer.exe itself? I'm just wondering how others have handled the OpenAL thingy on distribution of their games. Thanks or reading !
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Either one or both of these from years ago? http://www.leadwerks...-joystick-demo/ (LUA Joystick Demo) From thread - I'm looking into adding gamepad functionality but really not enough time to find,. write, compile and hope I get a wrapper made - when it's been done already. Thanks.
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Tested it on both my system, interesting enough my older test system featuring an aging geforce 780gtx card handled the test just fine. And of course my development rig featuring a radeon RX 6600 had no problems.
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Nvidia by chance?
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Since I'm diving deep into the physics scene, I've got one more question.. In the screenshot, I have physicsdebug on. I need to know if theres a way to check the state of a physics object? Like in the picture the engine colors the active state orange and the sleeping state blue.. What method is available to detect the objects state in code. ty !
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Thanks Josh! Now I can't wait to get off work and go try this.
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Greetings, I've since resumed my original project 'defendTHSI!' and I find myself faced with a physics dilemma. I've never been one for deep physics implementation, always just enough to get by with what was needed at the time so my skill in physics development pretty much stayed at a moderate to low understanding. Until now... I've been developing my skill in physics over the past 6 months and I've enjoyed and marveled at what Leadwerks is capable of. My current situation requires me to develop a bobble-head type effect. The screenshot will illustrate what I'm trying to do. This model is a non-animated static model, its a bobble head with a skeleton ontop.. I wish have the attaching arm and the head bobble as bobble heads do. So far Ive tried numerous configurations but I'm yet to achieve what I'm after. My question is the order of the physics pieces. The picture shows my latest configuration and it's as close as I have come to getting it right but it is still way off from acting like a true bobble head. Can any physics minded person point me in the direction I need to go to get this type of effect. ? exp: ( https://www.presentermedia.com/powerpoint-animation/bobble-head-figure-pid-10808 ) I'm using the kinematic as my base, for position and rotation without breaking the physics, the hinge to monitor restraints and the ball to apply the motion effect.. but this does not seem to be correct. I've pretty much transitioned my entire project over to all physics based reactions, I've got controllers built for drone, 1st, 3rd person, tanks, planes, helicopters, ceiling fans and more... but this one I cannot get right and it's bugging the *** out of me lol.
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I finished my 'Code a game in 60 days' entry for the syntaxbomb competition game today. I got a few extra days so I'm going to do some tutorial pages just for brownie points. Anyways, in about another week I'll release a link on here if any of you guys would like to try it out. We had 3 themes to choose from, as you might be able to tell I picked the 'You are the Villain catagorey" The story line: | "The story line.. as it was recorded.. We had it made.. we were collecting treasures from all around the world. Then we got relaxed, we started taking the small details for granted. That's where our downfall started. It wasn't long after that my henchmen started getting popped from all corners of the earth. Luckily for me I had the brains to get out of sight. and I did just that ... Now some years have passed and my financial means have all but dwindled. I must devise some plans to spring my loyal henchmen from their locked up state so we may continue our crime spree. It won't be easy as they are scattered throughout many different prisons. Not to mention they aren't the brightest bunch. I'll have to devise their escape plans and see to it myself that they follow each and every move to the letter."
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I think I know exactly what your wanting to do. This will set the object to the angle of the camera, and start it moving.. Change it to fit you needs. force = Vec3(35, 0, -7000) local v = Transform:Vector(force, camera, nil) bullet:AddForce(v.x, v.y, v.z) bullet:SetVelocity(0,5,0)