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Everything posted by Alienhead
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You may think about loading the second and third animations as seperate models ? Not sure of your set, but the game looks outstanding.
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- indie game
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Yes Sir, I was just using that shape since the other I couldn't get to work, figured if that one didn't then I'd stop worrying with it. No shapes in the editor helped my problem.
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Yes I get the occasional 'fall through the floor' also, on the same map as the video.. It's random though. Sometimes my player will be idle, I get to go grab a soda and come back and he's falling to the underworld
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https://youtu.be/DPqfgtgPzH4 The shape - https://imgur.com/n2G7S5d
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That helped a lot, I was trying to use AddForce() to move the physics object, the standard pos/rotation commands fixed it, not sure why i thought that broke phys simulation but none the less. One last question then I'm going on break for a few days hehe, when I softly approach an object and bump it, the collision works fine. my character stops and can't pass. but if I go into it with more force ( not a lot just an small increase ) then I seem to pass right through the object. Any ideas? I was reading up on SetSweptCollisionMode but if didnt seem to help my cause. Ty.
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I rebooted and signed back into steam and it downloaded properly. tyvm.
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Is Physics collision the only system in LE? I could had sworn I read non-physics collision but maybe not.. Daily question :: How to rotate an entity without breaking the physics simulation ? Im rather to new to physics but understand the basics of it. Would it be "PhysicsSetRotation"? and do all force applies and rotations need to be made in func physicsUpdate only? and last but not least, im using time:getspeed() for my normal movement and rotations, does this apply to physics as well ? or is their a different tween for that or does LE handle it - itself ? Any examples of just a regular box moving and turning with physics? I was trying to download the Third Person Camera script example from the workshop, but all I get is Failed to Download workshop item. Thanks.
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That looks 100% fantastic. Can't wait to play it.
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- indie game
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Thats fine Josh, I'll use the in-house editor for quick changes, the function helper within VCode is what I need for the long hauls.. Can Leadwerks be run ran through command line like le.exe - path%/main.lua Thanks again, I'm loving LE 4.6, the rendering is pretty and smooth.
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Yah, my problem was I was trying to install in VStudio, works fine in VCode. Couple question - unable to get a json working, so basically flip back and forth from editor to Vcode to launch app / debug? is this correct? Thanks.
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I'm not one to complain, but I have to post this in hopes I'm overlooking something. The Lua editor.. it seems to have no function helper in it? I'm finding that I'm having to break from my coding flow, flip back and look through DOCs (some commands take awhile to find) on nearly every command I pull up because I don't know the function parameters. By then I done start doing something else or forgot what I was working on or something. I really can't see myself completing a full project with this type of work flow. Please tell me I have overlooked something or not set something up before I go any further, this almost feels like a deal breaker :(. I was hoping maybe VS and Lua may help me in this matter but I was never able to get VS / lua / LE working together, the only information I found on setting it up lead to 404 pages and talked about LE 5.0 blah blah..
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No LE doesn't speak of lightmapping. My hope was to bring in external pre-lightmapped mesh and treat it as a normal map object.. No luck so far.
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Last question for awhile ( i swear ). I could not find much information regarding importing a mesh with 2 uv sets, or how I would go about applying a ready made lightmap texture to a model imported into LE 4.6. I found this in the forums - But its mainly how to make light maps in Blender, i have the lightmapps and odel with uv's already . just cant figure out how to apply them in LE. Thanks for any help provided.
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You are dead on with the GetKeyValue advice. I suppose setting a specific name for like fish spawning point etc.. I could call the marker/entity fspawn etc.. My only problem is I need to set the information of these emitter/spawners inside the LE map editor then be able to retrieve them back after Loadmap has been preformed. I don't really want to tag a script to them for speed reasons, i could have 100's of these node types on a single map. Theres no way to set special or custom flag / data keys inside the LE editor which get saved to the map format and can be gathered in the game engine via GetKeyValue ?? Hmmm thinking about it deeper, I suppose I could always name/label the entity inside the editor like SpawnType/1/otherdata..... etc then get that name via ( GetKeyValue ) then parser it.
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This is a screenshot of from a project I was working, you'll notice I have cubes with different things on them to tell me in the game engine where to do stuff at, like fish spawn location, 3d sound, etc..etc.. My question is - I'm looking for a way to cycle through the objects in a map that is loaded with Loadmap() in LE. I need to be able to detect specials nodes Im going to lay down. I wasn't able to find anything in the docs about this or defining flags to certain objects/entites in the map itself. I know its bound to be possible but the forum searches I did find regarding this lead to 404's. Screenshot: https://ibb.co/Kqtwx8m
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Hey guys, I did a search for this and was amazed I found no results returned for Super Strict in lua. I realize lua has a non-declaration policy but I find that ludicrous. In my years of coding I rely on Strict/Super=. My question; I'm working with : http://love2d.org/forums/viewtopic.php?p=237861 SS script, I got it require"" and loads with no errors.. However, its not picking up any undefined or unused variables. What are you guys using or doing for a Strict or Super Strict policy in Lua ? Thanks
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Thank you, yes your answers helped a lot. I keep finding references to pages concerning LE 5, so basically LUA and Visual code editor with 4.6 LE wont work ? Are their any alternatives? and is LE 5 beta availabeto Pro edition owners? Has Le 5 been in development since 2017 ? Just to be clear, a game project can be compiled standalone and then $100 gets you a space on steam, does le 4.6 have the hook up for achivmements and other steam demands ?
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I had a few questions before I get started on a project, I was unable to find the information throughout the forums or in a tutorial so I decided to start this post. 1) Frame capping / tweening ? How does LW handle frame limiting ( ie: game logic running at the same UPS on each computer regardless of the FPS count. ) 2) Ability to tie in an external Editor for the LUA scripting. I read several posts on this topic but nothing was ever really answered and left me wondering if it was possible to use editors such as Sublime etc.. 3) Completed games processed on Streamworks . Are games processed through a LW hub like interface? or are we able to submit as a game not linked to the LW app/process? 4) Virtual viewports. How does screen scaling work? 800x600 res vs 4k. Mainly GUI and 2d text/image scaling across different resolutions. Upscaling? downscaling? again I didn't find a lot of information regarding this very important aspect of game design. 5) Looking for results/findings regarding performance with semi-large projects ( not graphically large but code heavy. ) 6) Ability to BoxAPP ? or create exe with assest not exposed? for media theft protection. Being new to leadwerks but not new to coding/3d game designing, I have tons more questions but these were my most important ones so I thought I'd see if you could provide some feedback regarding these topics. Thank you.
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Gotcha, tyvm.
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I saw this on a website, I wanted to check and make sure it was legit before purchasing. https://www.humblebundle.com/store/leadwerks-game-engine-professional-edition And also, is this the full engine/editor ? Thanks.