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Everything posted by gamecreator
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Maybe someone else can give a better answer since I don't use Lua but if I remember right, it's a maximum of 1 script per entity. But you can attach another script to a pivot and I think the scripts can communicate with each other.
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The test I did just had a model in one and another model in the other and they both loaded. I can certainly test it with terrain and navmesh and water to see what happens but I wonder if it might break something, even if it seems to work. In other words, must you clear the first map before loading in the second, per Leadwerks rules? Or does it depend on the content?
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Say you do Map::Load("Maps/scene1.map"); and then Map::Load("Maps/scene2.map"); without clearing scene1.map. Last time I tried this (with just a basic test scene), it seemed to load both fine. Is this OK to do with Leadwerks or could this raise issues in any way? I haven't tried it yet but is this a way to get multiple terrains or multiple water planes into your scene or will that just result in bugs/crash? I'm just thinking about how I would go about streaming scenes in.
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Leadwerks Game Engine 5 Beta Updated with Pathfinding, Bone Attachments, and more...
gamecreator commented on Josh's blog entry in Development Blog
No need if you think that'll always catch the navmesh because the navmesh isn't always flush with the ground. Sometimes it's a bit above, sometimes it's below the ground. Also, does the system have a way to find the nearest navmesh point, if your pick doesn't return a navmesh? Or do you have to kind of search it out (which isn't too difficult)? -
I think a lot of projects get to a prototype phase where the game starts to become playable and people see that it's not as fun as they thought. Though I've had a few projects like Run! Jump! Climb! where I was happy with where it ended (especially for a tournament entry).
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Leadwerks Game Engine 5 Beta Updated with Pathfinding, Bone Attachments, and more...
gamecreator commented on Josh's blog entry in Development Blog
Wow. This is a huge improvement over the current system. Make it dynamic and it'll be perfect. ? I'm not clear on how finding points on the navmesh works. How do you do a pick on the navmesh? Or does IntersectsPoint check a radius around the point and return the nearest one? If so, how do you change that radius? -
I honestly don't remember. One minor thing was that we were trying to include resolution selection and GUI scaling which I think was a bit too much for a small group project, at least so early in it. But above all else it was a great learning experience and it taught me that Jorn is waaaaay better than I am at coding. ?
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Well, that's another discussion and I agree that there are a ton of ways Leadwerks could improve. That still shouldn't prevent a determined and focused team from creating something "nice" (though not AAA) in a few months. And yes, if tasks are divided well then the coding could be split by maybe 2 people. Jorn/Aggror and I did that for one of the group projects in C/C++ and it worked OK.
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Good points Rick. I once proposed that there be only 1 coder on a group project for this reason. A reasonably-sized project doesn't really need more. For example, this project had 10 people join and it looked like maybe 3 people were active near the end. So 1 coder for 2 or 3 artists is plenty, depending on the size of the group, though I understand a lot of people here prefer to code. Mostly I think it's important for one person to take the lead, make fast decisions and keep the project moving.
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You can try two other things: 1. Reinstalling OpenAL 2. Do you have a copy of a published standalone project from before that worked (a backup)? If so, can you still run that? If you can, compare the files in that project with the one in a project you try publishing now (in the base directory) to see if any files are missing. If you want, I can upload a blank published project for you to compare with.
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How to construct own machines with joints.
gamecreator commented on Marcousik's blog entry in Marcousik's Creations Blog
Now that you mention it, it really could be a good way to add atmosphere to your world, whether steampunk, futuristic, whatever. Having things moving makes a big difference versus the environment being just static. We have the basics of that with vegetation shaders moving leaves and brush and flags (this is also why waves would be so important, even if they're shallow). But having moving things like a windmill or birds flying or a squirrel crossing your path or a drone flying in the distance is a small detail but it adds a lot to a game, in my opinion. -
Achievements POPUP and RESET Achievements on Steam
gamecreator replied to Russell's topic in General Discussion
Yes, I did it through code. I don't know anything about the console. -
Achievements POPUP and RESET Achievements on Steam
gamecreator replied to Russell's topic in General Discussion
I played with this late last year and I use C/C++ so I don't know how much this will help; it may have broken since then. Getting the achievements to show worked but it wasn't instant. Sometimes it took a few seconds. It was acting weird but it's supposed to be better when you actually release the game. Resetting achievements worked fine. I just called SteamUserStats()->ResetAllStats(true) for that. -
That's a nice step up in both respects from Leadwerks 4. I hope the new system will still make it easier to implement at least oceans, if not rivers.
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Do you know yet if you'll improve on the navmesh (i.e.: make it dynamic) and the water (multiple non-infinite planes, return of oceans, rivers)?
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Yes, you're right. It should get rid of the need to use Leadwerks:: for every function. I believe it would give you an error if you didn't have the using there though.
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Ah, I didn't know that. Thanks. Good job. Seems you're picking it up fast.
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I might be being pedantic here so bear with me: Good catch on the semicolon but those won't affect your program. Toss some extra semicolons in your program between functions and it'll still compile. Still, while it will run just fine, agreed that it's unnecessary. As for the namespace thing, that's only if you include Leadwerks commands, right? For these simple C++ examples, I don't believe it's necessary. (He does talk about namespaces in the first C++ tutorial page.) Finally, it should be printf, not Print. Like, everywhere. ?
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Yes, you're right. I don't believe C/C++ has an end statement anyway. Probably some copy and pasting error on Josh's part.
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It's the same problem as you had in this thread:
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Neat. Of course the next question is: how does the loading time of 100 textures of the old format compare to this one?
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According to the docs, the example code looks like this. sound = Sound:Load("Sound/Music/menutheme.wav") sound:Play() This should just play a straightforward sound. No effects possible. Don't think you can even set the volume but it sounds like you wanted to start with something simpler. I don't use Lua so I can't tell you where the code goes.