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YouGroove

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Everything posted by YouGroove

  1. I have a simple question, when the engine will be ready in the future for the new Lua scripting system. Or something showing how the code will be ? Will we have some little demo of a simple game showing the new entity scripting system ? (making the game directly by assigning scripting to entities) ? (for example one characters and two or three same ennemies in the level with management of attributes attack, health for each ennemy and management of player attributes)
  2. Just great Does this work in a more complex level , with perhaps some stairs and levels ? Wont' it be more slow on big levels ? Any way , it could be used to make some zombie game on a game divided in ot of small levels for example.
  3. I think i found the answer just now http://www.leadwerks.com/werkspace/topic/3756-loading-files-from-the-current-directory/
  4. Lua programming is easy and fast, i begin to do good things now In fact it's simple i use this code : RegisterAbstractPath("") ...... scene = LoadScene(“abstract::scene.sbx”) It dosen't work, but if i put directoy the path to the scene model it works : scene = LoadScene("E:\\LeadWerks Projects\\lua 1\\Scene\\scene\\scene.sbx") So my question is can we specify the working directory or not ? I tried with RegisterAbstractPath("E:\\LeadWerks Projects\\lua 1\\Scene\\scene") to specify the working directory but maked an error, so i don't know if it is possible ?
  5. Really Lua is so easy and fast to use , you should try it a little perhaps. Just follow tutorials for Lua.
  6. Thanks macklebee ! I'll have to care and use documentation of last version and just adapt the code form the tutorial when needed nad use Draw() like you said.
  7. Great tips ! I htink it's a general purpose that drawing lot of entities has a big cost instead of drawing "glued" entities or a lot as a single mesh. For a level made in UT3, there was a trick for the stones on the floor :There was some 6*6 stones , and you thaught they weere individual entities, but it was one entitie only , yyou could rotate it 90° or 180° to creatre some variation. And the scene had some individual stones entities to bring bigger variations but theywas not a lot ! For occlusion, we can do a rectangle distance occlusion or LOD in some sort , it could be fast and work in lot of situations no ?
  8. Why not doing like commercial games ? Use lightmaps, and activate lights only when character is near, i think you could save lot of Fps this way !
  9. YouGroove

    Greetings

    Great news ! I also target IOS game, and if i could port it to Android without too much work it would be great. LE3 perhaps will turn in some authoring tool like Shiva 3D in terms of mobile deployment ? Will we have special version of the editor for mobile platforms ? Caus i think not all candy shader effects and big terrain will be possible on mobile , specially for making a complete game. OR will it be the same and it will be to us to be carefull at the size of the world we create and the shaders we use ?
  10. YouGroove

    GvB

    Thanks, I think it will be the way if i would plan some 3D Tile based game( dungeon or other style). In fact you choose a squarre for choosing a character or do you use mouse picking on the character model ?
  11. I understand your point of view. In fact the engine functions remains very the same (same name methods) in terms of call betweeen Lua, C++ or C# ! So in fact it's not C++ is hard, but there are sometimes complicated maths and some C++ thinsg i really don't like, like memory management also in some other game engines. It don't seem to be the fact with LeadWerks engine. But i already read some bunch of articoles of people talking about using script language instaed of C++ for making their games. They are pros and cons, and the advantage like they say, is that they stay in the editor without having to compile and be able to reall fast protoype and change each time the gameplay by script without compiling each time. For some others the advantage of script was to avoid a compiler , some others taken the way to put complicated maths, routines in C++ and put all the gameplay in Lua. It's juts that LeadWerks could go towards some sort of Unity or Torque 3D approach, where you can create the entire game by script (entities interaction and script attaching , avoiding to have to place entities by code because they have already been placed in the editor ). It's just opening up lot more LeadWerks engine to fast game making with scripting system, and im' of the ones that is for this option. Well each people it's preferences indeed
  12. Well the script is here : http://www.leadwerks.com/werkspace/files/file/225-lesoldierentityandgamezip/ I can't run it, i just dezipped it , and tried to launch the game by lauching the main Lua script on the script editor , but i makes an error and it doesn't run ! Does someone have already tried ?
  13. YouGroove

    GvB

    Thanks, Is the bug you mentionned on LuaStar fixed ? In fact i wanted to talk the unit selection and grid selection in 3D by mouse , have you one squarre model for each squarre of the board and collision detection by mouse ? I think it's general 3D routine we can found on the Web
  14. YouGroove

    GvB

    So it won't be turn based ? Strange , cau perhaps the players able to give the more clicks and orders, the more faster could win due to be lot more fast than the other ? Another way could be a limited time to choose a move and action like some seconds ! Be sure to put real strategy on it, like some units really string in fornt of others , like scissor/paper/rock system ? For the poor RTS part, be rassured, they are some great very cheap but really addictive games with their own ideas. If made well, that sort of tactic /RPG chessboard it can be agreat success on Apple Store. I didn't thaught of RTS , but lot more in tersm of turn based with time limit , and tactucs like in "Final Fantasy tactics" or Xcom old game or any other style. would you have some tips on Lua to select a unit and make it move to a squarre by mouse ?
  15. YouGroove

    GvB

    You are not the only one making some Chess fighting game
  16. Like it have been said on some others forums thousands of times, The best option is to avoid creating an MMO indeed for a first game. But for new comers, and fisrt project, it can be done, if you take a MMO oriented engine, and just do 3D art modding on top of existing core system. By mmo oriented i mean , all tchat, login system, inventory systems , messaging, dungeon instance system , data storage , server management, password recovery system , etc ... etc .... MMO is even lot more complex than Multiplayer action. And you'll have to learn the workflow of the 3D engine you'll choose, you'll have to use work arounds for specific Multiplayer problems (lagging etc ...) .... Good luck anyway, and like a lot say, you only learn by doing mistakes, only trying to make the MMO you'll learn what you can really do or not, and if it can be done, if you are still motivate a year after ?
  17. @Enginer Keen : I don't understand why everyone thinks C++ is so difficult.. Well in fact, you seem to be a programmer , perhaps i think passionnated by programming. But not all people prefer programming instead of 3D art, some prefer to go fast and produce something working , they prefer to program directly gameplay. Scripting advantage for 3D artists it's a big advantage, caus they have all in the engine editor. They goal is to make the game content and use existing gameplay core mechanisms and perhaps have some help on the forums for specific stuff ! ----------- Let's take a simple example i followed in the past : It was an Unity project , a guy had already it's children , family to manage, it's life and work, he didn't have time and passion to learn some programming stuff ... He had produced really good 3D models and textures for an iphone game. With Unity scripting and existing scripts template, he has just put its futurist tanks and levels together with some help on forum for specific gameplay and his game have been sold and successfull un Apple Store ! In fact its just a point of view,each people have different goals and skills. Some are moreprogrammer others more 3D artists, some want to program lot of things , others want to make the game and concentrate 90% of time in 3D content than programming, others prefer to put 90% on programming and have help for 3D content or buy 3D packs ! This thread goal was just to bring another way of using LeadWerks Engine, a 3D artist way , less programming; indeed core C++ programming will remain indeed and be the core of the engine, no doubt about that, so no need to be frightened by a full scripting system for making games in LE engine if it will come in next version For me i use C#, and at this moment and can do without Lua, but with incoming LE3 new Entities Scripting system i think i could use full Lua only scripting to make a game without using any compiler and staying on the editor only.
  18. What framework are you talking about, one of your example ? Caus i plan to have my own re writen framework in fact. Anyway, thanks, i'll see if i integrate your scen loading code depending on how i success or not I just hope all properties scens settign should be loaded by default. the programmer could modify them by code after the level load if neeeded, and nothing to do if initial parameters made in the editor are not dynmaic or are ok for the scene ! Perhaps in LE3 version ?
  19. Well i plan to have minimal GUI icons. I know GUI systems can eat lot of Frame rate , what i really want to avoid. So my basic questions ,is what is the fastest way to have Gui Icons ? use our onw system like things drawn on some 3D plane displayed on to pof the scene ?
  20. YouGroove

    GvB

    @Rick : What you could do is bigger board why not with Zoom/Dezoom function , and original gameplay elements like Trees or rocks on some squarres where you could not walk into. Or destroyable things on the squarre to be able to go through and reach some destination ? It would become a real warfare Chess Board Will your game will be purely multiplayer or do you plan some campaign mode ? Some campaign mode with missions, different group of ennemies and traps, conditions, RPG elements and power tree to unlock on your characters as you go throught story. I hope we will see more on special gameplay of each character abilities. Keep it up !
  21. Wonderfull, reminds me Borderlands game. I really plan to use it.
  22. Do you use LOD on your level ? perhaps it could save some frames also And for lights, why not deactivating some non important/significant lights and their shadows when you are far away from them ? If you disable all shadows , is the result better or not in terms of Fps caus it depends , but eat a lot also ! I'm interested in all optimisations you'll do it could serve me and perhaps others for our projects. So don't hesitate to post you results and solutions
  23. First time i see magiam.com and it's great Perhaps it's not really needed finally !
  24. Thre is the "LESoldierEntityAndGame" script that you can find in the asset store, that contains lot of usefull stuff. I just found it today, and it really contains all Lua stuff for begin some gameplay and entities management ! For FPS and all stuff i don't have any idea unfortunately !
  25. Well like Torque 3D, will it be a public game demo for people to play with ? I think in the advertisment and marketing side in fact, not on my own. I know it asks some good 3D art and it costs money, but made cleaverly, with only some minmum models assets like in Torque 3D ocean demo, a great demo can be achieved (even if there is no ennemy to shoot at like T3D demo) ! A good looking demo, instead of a simple 3D editor demo can only attract new comers. I know it's more time spending in something else than making the engine, so it's just a general idea
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