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gamecreator

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Everything posted by gamecreator

  1. I purchased a model that came with separate animation files and am trying to import all of them into the single model but when I do so, I get something weird happening. Any idea what I'm doing wrong? As you can tell from the video, the animations work fine individually and all models share the same texture and material. I believe they all have the same bones and whatnot too.
  2. If you want to upload the whole thing (png, tex, mat) or a test that also didn't work, I'll take a look at it. Also, just a heads up that I haven't really looked at your code because I don't use Lua.
  3. I assume you copied all the tex and mat settings from a decal in the Materials/Decals folder and that you've verified your png has transparency?
  4. I prefer using the stable release version but I'll likely switch to beta just for the vehicle system.
  5. I have no vote in this any more but I would suggest you guys do hold off on releasing until you have as much to show as possible. Assuming the goal is to wrap the project by the end of the year, you could release a fairly polished milestone version in about a month with at least two levels to show and some gameplay. First impressions are important and they'll decide whether people have interest in your project or dismiss it. Regarding the camera, when I was researching low-poly games/looks, I came across this game which gave me a lot of graphical inspiration: https://store.steampowered.com/app/298610/Ylands/ It's not well reviewed but the look was something I was personally shooting for if we wanted to keep things simple with low-poly assets. It's also much more suitable for a third-person camera than a close-quarters dungeon with walls and ceilings.
  6. Just a heads-up that I'm not able to continue on this project right now. I uploaded the preparation work I did on the island in fbx format. The rightmost items just need a color assigned to them and then you can create islands and place vegetation. Note the commit comment though that it uses resources from sketchfab. They're free to use (even in commercial) but just need attribution.
  7. Haha, it's hard to be original: https://twitter.com/tigerandsquid/status/1047812771436527618 https://twitter.com/BeyondEyes_/status/1047812182245879808
  8. Agreed. Josh, I don't suppose you could make that a thing? It's very relevant when changing resolutions in-game.
  9. Yeah, that's what I meant. What do you use to change the resolution? SetLayout? If so, how do you center the window (does it take the same argument Create does)?
  10. I like the bot and turbine designs. Maybe the turbine model could also function as a defensive turret.
  11. Pretty sure you can. I've changed resolutions before so I can't see a reason why you can't also specify windows/full-screen. You may need to release the context first though.
  12. Seems like you can use this to tell if it's currently active: https://partner.steamgames.com/doc/api/ISteamFriends#GameOverlayActivated_t
  13. I was thinking about this the last few days, about how we can distance ourselves from the typical medieval fantasy mage but still keep things simple. One possibility was to have the main character be a created guardian, someone to look after the world. He (or she) would be woken up by a spell at both regular intervals and when the world changes enough to warrant investigation/fixing/balancing. The initial twist (start of the game) would be that the guardian wakes up by himself to find that the spell that was supposed to wake him up is gone. So he needs to find out 1. How long he's been out 2. How the world has changed 3. What happened to the spell that was supposed to wake him Just a thought about how we could structure the game. It gives the mage/guardian reasons to explore the island. And if we do a hub, it could be the place where he slumbers and wakes up. If we decide to do something like this, we could add it during a later phase.
  14. I think some of us are on the same page on that, trying to avoid common medieval fantasy molds. Is everyone else ok with the wizard possibly being female or otherwise stylized?
  15. The title is temporary. I believe it will be replaced with something more appropriate closer to the end of the project. But I like the play on words.
  16. I'd like to do everything in Max since I'm comfortable with its tools. Or possibly the land there and placing vegetation in the editor.
  17. I think the last thing on this may have been that Josh considered it: https://www.leadwerks.com/community/topic/10892-windows-64bit-whats-the-status/?page=2 even though the Kickstarter stretch-goal requirement was surpassed: https://www.kickstarter.com/projects/1937035674/leadwerks-build-linux-games-on-linux
  18. I'm working on the animated wizard model and the island model.
  19. Sure, the specific function usage is here: https://www.leadwerks.com/community/topic/17491-loading-from-the-encrypted-data-file/?do=findComment&comment=113622 Some more code here: https://www.leadwerks.com/community/topic/16566-reading-a-text-file-from-a-package/ And you can find another thread or two if you just search the forums for the word password.
  20. You can zip and password protect files yourself then open them via code. Code is available on the forums.
  21. Depends on how many levels/islands we end up creating. I don't think a hub makes sense for just 3 or 4 levels but it's good for 10+ or so.
  22. I like the idea of needing to revisit islands. This was part of my skills idea too. For example, if you get a high/double jump, you can go back to the first island and jump up to a cliff you couldn't reach before, maybe to reach a new portal for another level. But if we decide to do experience/leveling/skills, we can save that for later in development. Or a simple version could be just that you're given new skills automatically, in order. No need even for a skill tree.
  23. I'm fine with either cliche. My only preference is that it offer us some sort of arcade challenge (whether fighting or moving with skill; preferably both). Puzzles are fine but it's no fun playing your own game when you know the solutions. It becomes, as Rick put it elsewhere, a walking simulator.
  24. So you mean something like this? I'm fine with that too as long as if you're at island 8, you don't have to go back to (and load maps) 4 and 2 to get back to 1. All portals should let you jump back to all levels you've already visited. There will need to be a portal at the beginning of the level (where you come in) and then ones at the end of the level that take you to the next options. But the hub world and unlocking levels as you progress works as well.
  25. That's what I was going for by temporarily removing the terrain (I came across this myself before). The navmesh should cover everything but steep slopes, even if it's hidden under some hills or models.
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