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Everything posted by YouGroove
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Like the title says. Will colors be added for dynamic Lights ?
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Sure i will , another solution is putting all infos about the game in IndieDB
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FPS Camera and walk ? The guy that made the sweet vide of LE3 FPS , would he give us some code gracefully
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Leadwerks 3 "How do I ____?" Questions and Answers
YouGroove replied to Chris Vossen's topic in Programming
Sorry, but you'll have to learn scripting. A character will only move , if the script you attached make it move. If you attached GoblinAI.LUA scritp , this script only moves when it finds a character with a script named "Player" attached to it : if entity.player~=nil then This means : entity : this is the model found by detection code .player : Is the name of the script attached to that entity so entity.player means AN ENTITY WHOSE ATTACHED SCRIPT IS NAMED PLAYER. Or am i wrong and didn't understood anything ? -
It would be better to have the characters included in each new project no , specially for people prototyping. Instead of having to copy each time ( as i test different code game styles for example). Or do like Unity : propose checkBoxes ta a project creation : Import - characters - trees - terrain nature assets etc ... YEs we should at least have a barbarian and a goblin foer each new project by default. For example i want ot prototype a FPS game, i just use Barbarian for player and goblins for ennemies, simply like that. I think this is more LE 3 improvments wishes.
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For CSG, you will need some shader i think ? And why for CSG, trees are lot more optimized beeing models and not BSP.
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Crash: switching projects after map loading
YouGroove replied to AggrorJorn's topic in Leadwerks Engine Bug Reports
Yes i add also lot of crahes, as i switeched lto of times between little projects tests also. -
Leadwerks 3 "How do I ____?" Questions and Answers
YouGroove replied to Chris Vossen's topic in Programming
if entity.player~=nil then Yes so why the game worked when Cassius added a goblin ? i thin he added the player also befoe, if not the goblins won't move. -
Leadwerks 3 "How do I ____?" Questions and Answers
YouGroove replied to Chris Vossen's topic in Programming
Straneg ? Golbins don't attack each other in the game ? The Goblin should attack player only ? -
Strange my character always was faciing backwards the direction it followed with NavMesh ? So after GotPoint() in the UpdatePhysics() i added some code that just rotate the character to the direction point it will go (the same point as NavMesh destination). And the character now is rotated in the right way, it points to the direction of the target point. So NavMesh seems to be bugged finally with the direction component. Because the Rotation the model by code to the target works just well , so it prooves the character model is already in the good Axis. Could NavMesh have an option for the rotation of the model it will move ? If it would be wrong , we would just add some 180 value in a field special for NavMesh in same panel as Physics or by code ?
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So what is the code solution with that function to work well ? I'm confused ?
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I think Josh shpuld not hurry up too much and take the time. There are some improvments (i listed some) fro LE 3 editor and documentation before perhaps ? Android use and installation shoudl become smooth and works in a safer way. Dynamic Lights don't have color actually for example. I prefer Actual month on improving actual stuuf than moving forward too quickly to eye candy LE 2 style graphics. But yes, putting a highter price, i 'm not sure if people will buy, and graphics i think fo a highter price will be important if price really grows up. ************ Good video, level is too small and frame rate seems not so great, video capture ? I would want to see bigger levels and characters even if not animated, just to see how Much LE3 can handle at same time ? FPS Creator can fear a big comer, specially if people begin to make ennemy AI templates
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Other stuff needed : The game demo is full of code , state machines, animations, all that in ONE file : not clear , confusing. Why not having : All animation in one Lua file called by messages on GoblinAI ? processAnimation("WALK"); one line to call another LUA Class Same for states AI, they make things confusing. **************** In fact it would be great to find a simple script to just move a cube in all directions. - by keys use as actual game - by using mouse direction and keys. The SHORTEST simple code possible (no animations, no camera)
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@Canardian : Don't be so one way guy : ) Like he said : I am creating 3D models and I want to sell them on the internet. He didn't said it was to sell for LE users specially. I htink it's general models for any engine in some FBX format perhaps. He should have posted in off topic, business talking is for other threads.
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Ahahha The best and big question. I'm testing code , not 3D art, but yes i don't plan dungeons or only indoors.
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Leadwerks 3 "How do I ____?" Questions and Answers
YouGroove replied to Chris Vossen's topic in Programming
Cassius : It's like lot of other engine framworks : You have start() All inits will be here for the model attached to that script UpdatePhysics() Will be called each frame of the game, here you'll manage AI, animations fo your character for example or any other stuff Each script that is binded so something in the scene : Barabarian, light, a cube model etc ... will be called each frame of the game. For example you put 2 goblins and attach goblinAI to each : The engine will know : Goblin1 driven by GoblinAI.lua Goblin2 driven by GoblinAI.lua Running the game : Each frame the engine will look up at models, when it will encounter Goblins, because they have GolbinAI attached, the engine will call GoblinAI on each goblin. the game will call each frame the updatePhysics() of each 2 scripts: GoblinAI for goblin 1 GoblinAI for goblin 2 Because variable delcared in GoblinAI are not public , it means for example HEalth variable or state_Ai variables are created for each goblin. You can see that as instances : Attaching GoblinAI to goblin1 in the scene create some GoblinAI instance that will manage golbin1 Attaching GoblinAI to goblin2 in the scene create some GoblinAI other new in memory instance that will manage golbin2 You can attach as many scripts to a model or character because the script always refers to the model it is attached to. Perhaps it should be a section later on User Guide explaining that to people not knwoing events and game frameworks ? -
would nto it be more easy working with some % ? like some button GUI would be : width = screen.Width/20 height = screen.Height /15 Well for GUI, i think it's the best way to work in some relative way as tablets, mobile are wide in aspect ratio. I should ask some mobile devs how they do for their games ?
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There is little ones , i don't know their fees : Dexsoft Arteria 3D Rt can't help you more.
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ahah yes .. TOTALLY DIFFERENT STYLE It is LE 3 ? or test on LE 2 ? what GUI system do you use ?
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Thanks a lot Chris I'm not good at maths vectors so i didn't how to manage the camera when it's not a simple travelling one. I tested the code on a character that goes to a point with navmesh. I put the character on target slot fo camera, the camera follow it, but never turns ? It's another travelling camera
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Leadwerks 3 "How do I ____?" Questions and Answers
YouGroove replied to Chris Vossen's topic in Programming
What we can't do is copy and paste scripts in the same foledr and view like you created a new one Copy is displayed and you copy. But Paste do'nt appear ? And we don't have rename also ? (that could be usefull for new copied scripts) -
So the function don't work correctly and we should avoid use it ?
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Creating a default project never contains a character and all stuff. Lauching a project where i put a character with "Player.lua" just fails. Even the script "Player.lua" try to load sounds Could it be possible in the future to have some options at the creation of a project in "Project Manager" ? Doing it by hand for each demo projects is so long and painfull. New project dialog could have checkBoxes to import stuff like : - Character and ressources (materials, sound etc ... )
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I don't like Final Fantasy anymore exception are FF7 and FF9. You play FF games watching menus the majority of the time lol
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Did you frag camera on target slot ? Could you verify in debugger if target is not null ? Or make the test : if self.target not null do stuff else return For a camera system do as i made, without Parent, and use direclty model and camera positions. http://www.leadwerks.com/werkspace/topic/6059-le-3-little-code-examples/