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YouGroove

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Everything posted by YouGroove

  1. No, not such complicated system, keep it simple as possible and this has nothing to do with ogre, the idea is more from Unity workflow. The tag thing would just be some string variable stored in the entity object nothing else I could have two goblins with tag : "team1" and others two with tag "team2" , a simple string stored in object entity. This would just be something to help to manage things you need to tag. Like floor objects would have the tag "floor" and walls would have the tag "wall" , usefull to know with what type of object the player collides so manage easy what moves he can do. It's faster to input tag "floor" on some model in the editor that takes one second than standard painfull workflow that is to make and attach a script to each entity and code SetType.
  2. For example ennemies can have same id or tags : "ennemiesGroup1", a trap could have that id "trap1", a projectile would have "Ball1" etc ... So when making real game , we actually we code a lot : self.entity:SetKeyValue("type","player") Why not proposing some "tag" or "id" for entities we could enter on the editor direclty ? For the level each new entered tag name , and LE3 editor would dynamically re construct the tag list available for the level map. This way when you duplicate some NPC on the list you can choose some existing tag like "NPC" or enter new name if you need some other tag. And by code we could retrieve it by : self.Entity:getId () or getTag() Or when needed for example on spawning system : self.Entity:SetId("npc") This would bring better workflow, setting tag or id in the editor directly as this is a properties you will always use when you create a game.
  3. On asset panel, select any foledr like "models" for example , right click to bring menu : - new folder : it works - open folder : it don't work , nothing happens ? Leadwerks 3.1 Steam Windows 7
  4. I'm admin in WIN 7. (This is Win 7 particularity to ahve to chooe run as admin majority of programs or exe)
  5. Running as admin the exe game installer (published game from LE3 project manager), i got some dialog box error saying i have not the rights ? Does anyone has that problem on a published game or demo ? LE 3.1 Steam windows version.
  6. PErhaps a simple solution : instancing : CTRL or COpy/paste to make instance of a crawler that is already in the scene. not instancing : drag a crawler in the scene and mark it no instance in a check box , copy/paste of it would be another crawler marker no instance. By default always instance, clicking check box no instance to make it no instance.Simple no ? ------------ How do i do if i want some crawlers to have texture damage and others not ? If i change material or texture by code will that be instanced on all others ?
  7. Does someone know where is BLoom ? And will it be some DOF in the future ?
  8. When you'll have time if you could make some shader lines traduction ? Im' not shader coder at all.
  9. Why complicating so much workflow ? I need some crawlers with some material , two others with another material, and some last oens wuth another material, i don't want to have to code anything. It should be easy to that very simple model copy and change materials. A simple checkbox : - Not instance - Or slot instance of wher you would drop the original crawler
  10. This mini competition is fun only, you will share your textures and models, scripts. We don't ask people to use commercial models and textures, you can use plain color materials only or just use free to use textures from internet or models also free to use for any purpose.The goal is not use top notch 3D art , or make some code that you would not want to share. It's mini game projects that will be downloaded and shared by anyone could it be code, textures,models,shaders. It is some LE3 rule that would not allow that ? in that case we wil have to figure how to do ? As all shared , no protection problems or issues, if you don't want to share something than this friendly competition is not appropriate for you. For Linux/Windows, never mind, let's people make some games, even people not be able to try a game because not their system, they could vote, it's fun competition, not serious, what matters is participating and not winning Some benefit also could be sharing some scripts or any purpose, or some simple textures/models some non 3D artists could re use.
  11. I drag crawler three times on the scene, than i put different material on eahc, but in fact all crawlers have always same material ? How can i do to have crawlers not instanciated ?
  12. Nope, real 3D lines That would be in Zbuffer so would no overlap 3D models like 2D drawing. It's a suggestion and could be lot more usefull if someday LE3 make some open plugin system for editor also.
  13. Yes ,no pressure, no reward. Any graphic style , from simple colors, to realistic or artistic shaders why not. Any gameplay style : simple FPS shooter, to simple stealth game, arcade paltforming on cubes , any gameplay. Main rule : make it small The objective can be anything : FPS : kill all ennemies, reach exit , collect all gems etc ... Arcade physic ball : reah end level, collect all coins etc ... For submitting, as this is "cool" , "friendly", "open" contest, no pressure, you could use actual FPS template and ennemies and submit some small level with some 3 or 4 rooms , with your own textures and some special gameplay like some traps, you don't need outstanding effort to submit something ( no pressure or super graphics needed mainly gameplay ) For recurring contest we'll see , we can just make new thread and even with one or two participant per month it will be ok. I can drive such friendly competition. As Linux/Windows you should post the main project files needed to people ot run game on their system. The only bottlenecks could be. - game size , as LE3 seems to publish with too much stuff
  14. Yes , my fault I forget to check that dialog box.
  15. Usefull for ingame debugging and seeing directions, shapes etc ...
  16. My laptop have OpenGL4 support as i used it with 3.1 until today. Why after project update, i can no more run some level i made? Why material editor works and show shaders working ? Is Leadwerks 3.1 require more and more advanced OpenGL hardware ?
  17. Some shilouette shader for objects or characters we could activate / de activate Usefull to highlight characters/objects selection in game or to see in co op games all allies in the level where they could be http://gamedev.stackexchange.com/questions/16391/how-can-i-reduce-aliasing-in-my-outline-glow-effect
  18. Posting another shader idea for some next LE3 version Transluent skin shader for characters, monster or special transluent objects. Does that exists in several forms ? optimized skin shader for crowd, more GPU cost for player and ennemies ?
  19. For mario Galaxy lightening style : http://www.leadwerks.com/werkspace/files/file/520-rim-lightening/
  20. Just asking if anyone would like this idea ? Some friendly free competition for the fun. I mean people could use existing code projects : - FPS peoject from LE3 - Rick's Bombkiller TPS project - Monkeyball project - ... The game could be some room with crawlers and FPS gameplay with added new mechanics for example The idea would be to make small level with a some goal or objective to reach. Would it be some people interested or find idea interesting ?
  21. I meaned general game post effect like Bloom or HDR. And each map can have it's own post effect, anyway, we can test post effect in editor this is already a good thing.
  22. Before we could add some post effects just by combining them without coding and we have them when running the game ? It could be great to have post effects stored in the map file assome "default post effects" of the map without any coding, faster to test and fine tune effect, better workflow. For example i need bloom on my game, i just choose it on post effects, and it will be stored on the map and activated each time i load and run the map without coding it. (You don't need it on the map : remove it in the editor or cancel it by code if it must change during game)
  23. Thanks it worked : I put Rim shader file here , could be part of LE3 official shader package rim.zip
  24. Here is the Diffuse is use , for environment i just picked up Skybox texture from LE3 Materials folder. textures.zip
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