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Everything posted by YouGroove
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I would want to check distance between player and goblin with a simple Cylinder check. Does some people knwo how to do that in Lua : If a point is inside a 2D circle (the point is the barbarian origin, the owner of the circle center is the goblin) I'll do simple bouding box check also : a point inside a box volume. I find these way of doing lot more simple than the AABB stuff i seen in GoblinAI , even with good explanation i dunderstand , but why calling that when you can just makeit simple ? Perhaps it is same in terms of speed ? Another point of optimisation is to check distance only each 5 or 15 frames, it's not a simulation game.
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I forgot , i think we must update LE 3 and not just download Android setup.
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I think people targettng mobile can go for LE 3 , mobile should remain priority, it will allow lot of people to publish on android. Publish a PC game is lot more complicated, so less LE 3 games we could see this year or none at all. When we hape PC and Aandroid i hope the upgrade is a upgrade for all buyed products ? or per product ? I have already spend 300$, i found there are better options and cheaper, and great coming ones (Shiva 2) for lot more cheaper. I will not spend money for stuff that should already be in like some advanced graphic effects or terrain tools, gui editor, particle editor etc ... We canfind that in other packages, why should i pay more to have the same ? IF i should pay even 100$ fro some update , it would reach 400$. For that price i could go for Unity Android Free (i just tried some of their games made with free version on my Android, it's top notch) Unity is a team behind, the editor is uper complete, prooven, and make really fast optimized games. i tried C#, it's so easy , even the setup of Mono was transparent. I could go for Shiva or go for the incoming Shiva 2 that will have all grahic eye candy stuff and all platforms and mobiles publishing for one price only. I really don't know how things will turn, but im' not sure of putting more money on Leadwerks 3. And actual Beta people that baught it should really be considered as some Crow Funders that helped LE 3 to grow and deserve free updates for standard stuff. 300$ for Android, as i didn't want to use BPS, i find that very hight for the basic stuff we have. For me pay un upgrade would have lot more sense for new additionnal features such new motion system new physic system or editor new AI editor or system etc ... And not for trivial terrain or today graphic features and GUI editor, partcile editor and terrain tools. Let's see how things will turn ? Because i won't need mega graphic stuff for mobile and i will not use terrain on mobile , i think i will be able to stay without nay upgrade.
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LE 3 starts good with Low hardware support, good hting for Mobile, ismple PC indie games. Will LE 3 keep running on non shader systems with future graphic additions ? I mean keep running on low hardware without GPU ? If the game would have shader stuff, because of detection fallback, the game just would run without shaders on PC or mobile that couldn't display them. Shaders, shadows, full screen effects etc ...
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For shadows, Will it be fallback system ? I mean the PC hardware or mobile device don't support it , so it just don't call sahdows functions ? So no shadows. I mean some auto detection ? Will it be some parameters like : shadows resolution ? shadows LOD for models (distance where the shadow should appear) ? (Some games like SKyrim have some sort of Z buffer to display shadows, we see them appearing and only displayign until some fixed distance)
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LE3 Android publishing error:
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Strange i launched Eclipse try to import evene a project i published under C:\temp but no way , Eclispe don't find any java project anywhere ? Even for "Darkness Awaits" no project anywhere ? I think i'll stay a little more with PC games programming and progressing in LE 3 and LUA minwhile. -
LE3 Android publishing error:
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I found a solution Choose another directory where to publish your game like : C: \TEMP and it will work. That's very strange, that's means that there is a problem with the default path of publishing displayed byt the project manager, it will need to be fixed. -
I have this error : Failed to copy file "Fonts\arial.tff" And i had empty message box alerts also ? I just tested PC publishing and it worked just great with icon on the desktop and the installer Android could be more problematic ?
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I had some JRE and JDK already installed. After installing LE 3 Android, it started Eclipse, but it said it dindn't found the JRE somewhere in the istallation directories of LE3 Android. Can i configure it somewhere ? in the properties of Eclipse.exe i think i can specify the JRE Cuas in Eclipse.ini there wasn't nothing. I have another eclipse installed and running perhaps i can use this one ? I'm gonna read the documentation finally.
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Nexus are not bad, i run some good graphic games on Nexus 7 and yes it's powerfull, not slow.
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Thanks Chris I had nav obstacle to true already and it was a box rigid body , but it didn' appear on the physic view. I clicked on FIT SHAPE and it worked, the cube collision appeared on the physic view. That's strange , could not the "FIT SHAPE" automatically process when you put some object you want collision on it ? What is the interest to have to click on FIT SHAPE ?
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That's great , not only for mobile, but i think in indie games for new consoles slike Ouya, Nividia shield etc ... and all independant PC games that have some retro or special look, but that are awesome (Breed, Limbo , etc ... )
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My fault, doing copy/paste and not pay attention to the function parameters. Thanks a lot it worked I put some imported FBX model, i select rigid body collision with fit shape , but the character only avoid BSP and seems to go throught models. Perhaps a bug, or does the function only works in BSP geometry ?
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Leadwerks 3 "How do I ____?" Questions and Answers
YouGroove replied to Chris Vossen's topic in Programming
Thanks a lot Chris The code is lot more clear , now to understand. yes extra was confusing. self.entity.world world means the word where is the entity goblin ? the level map ? -
I make some BSP cylinder , saved it as Prefab. But i don't see the saved prefab in folder in the assets browser ?
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LOL Well some more LE 3 testing. I put imported FBX models and put lights : It will be lightmaps but only on the BSP cubes, you won't have lightmaps in your imported FBX models. For PC games ,let's forget old BSP system and really bring us some real lightening and shadows, ssao etc ... BSP is good for mobile where optimisation is priority , not for PC eye candy. Caus i m' going for Android games, i will perhaps use BSP ?
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To create the cube : press "Enter" I discovered that, as i didn't seen the create button.
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Here is my code for simple AI i attached to a character model : function Script:Start() if self.entity:GetMass()==0 then self.entity:SetMass(1.0) end --self.mass = self.entity:GetMass()-- save initial mass value --self.entity:SetMass(0) end function Script:UpdatePhysics() local time=Time:GetCurrent() self.entity:GoToPoint(20,-25,0,1.4,1); self.entity.animationmanager:SetAnimationSequence(self.sequence.walk,0.04,200) end function Script:Cleanup() ReleaseTableObjects(Script.sound) end *************** Why this not works ?
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I want to use GotPoint() in a modified GoblinAI lua file. function Script:UpdatePhysics() local time=Time:GetCurrent() self.entity:GoToPoint(20,-25,0,1.4,1); --Check for a new target in the area if not self.target then ... It don't works, the character where i have binded AnimationManager and my new Lua File with the code above don't move (i put character controller for physics also in the editor) Does anyone have some idea ? self.entity refers to the 3D model on the scene (binded to that script) , or i'm wrong ?
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I agree a lot. Even during travel you won't have internet connexion (not always). Speaking of language reference : A simple Class : Pivot The pivot class is an invisible entity with no special characteristics. Why does it has such name that usually is used for rotations stuff ?? Really this can misunderstood you when reading the code, i would never thaught Pivot was en empty class and thaught more about rotation stuff. Why not calling it simpleClass or emptyCLass instead ?
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yes one that could be handy
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@ Rick : Strange but it seems to work like that ? When creating a new project, it always create all needed assets folder, but only take some of them. Fro example Goblin and barbarian models are not copied ? FRom where come these assets that are copied by default in a new project ? (from the game projects ?) Strange ? So yes modifying assets of the game will impact any new project you create. So perhaps these assets should be put in some "Original Assets" directory that you would never modify.
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Yep, that's high price fro a Beta version i find finally (specially when stucked in some points), and i find Lua not as easy as simple Javascript or C# calls. People that payed strong price for Beta should not pay for next standard features (terrain tools, advanced graphic features). For me as i use other 3D engines at same time, i won't think i will pay more than what i paid already. Only if i would succeed in publishing an Android game and not bad sales , ok i could say let's buy some IOS solution fro some 99$ to 250$. LE 3 is growing in the good , better way than LE 2. A free version would attract lot more people on forums, lot more uses, contributions, tutorials, i think it's like mobile , a winning strategy.
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First one, When clicking on the barbarian model in the editor, the tab panel containing position, rotate , scale don't show any values ?
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I find Goblin AI specially complicated, lot of programming. It would need hight level functions like : Chase player Turn to player I find that example programming in C# very simple compared to read all Goblin : http://www.burgzerga...ial-enemy-ai-22 I htink it's because Goblin AI deals with animations and states at same time. Thre should be perhaps separate Lua files like that instead of one big file : - GoblinStatesManager (it would manage all states here by a simple call) - GoblinAnimations (you call a function like "run" and the program know if it must wait or blend or play the animation) - GoblinAI (chase , attack, idle that would call GoblinAnimations and GoblinStatesManager) 4 I'll follow reference programming where there is example and assemble them and do in my way instead. If we can have some Flowgraphs components doing that, some generic AI ennemy like that , yes Flowgraphs will have a great interest. Something like that in terms of Flowgraphs components : Components like : simpleAI : Detect, chase Movement : idle, walk patrol , run, attack1 , attack 2, fall down I will try to make something like that.