Jump to content

Roland

Developers
  • Posts

    2,953
  • Joined

  • Last visited

Everything posted by Roland

  1. Hello you 3DCoat users. I know there are some here. Which settings do you recommend that will give best results with Leadwerks.
  2. Reading last comment. I think its more important with snap object to object than snap to grid. Even though both are welcome. When do you want to snap. Isn't the reason of snapping mostly caused by snapping things together (like parts of a fence our walls). A way to do that if of course have the object made in grid resolution and have grid snapping. But in my mind that's just a workaround for the real problem, which is to snap the objects together.
  3. Roland

    GUI

    In facto I have done that once, but it sucked . Anyway I'm not sure I even want to make a game. Its just so fun playing with these 3D toys
  4. Thanks Shad. You are a very kind man
  5. Roland

    GUI

    Yes of course you are right gamecreator. I even bought the FlowGui although it has way more than I need. Its well worth supporting Aggrors good work. I recommend that. Its me being the C++ nerd I am that like to torture my self with the "Can do it my self" absurd thing. Not recommended . I will probably never get a game done
  6. Roland

    GUI

    My humble look on this with GUI's are that actually you don't need advanced feature's for most games. You will get away with some really simple things in most cases. Things that quite easily can be achieved with current Draw-functions. A Clickable Image (can be used as button or checkbox) and an input field (Text and number) will bring you a long way. I might do a C++ tutorial on that when I get time for that. My next C++ video will be about reading and writing data between LUA and C++, so a good example of that could be to make a simple GUI then.
  7. Roland

    Dead Anyway

    Yes exactly what I meant. The Sims was the name. Good idea to go by
  8. Looking really great
  9. Roland

    Dead Anyway

    I hope you take this as a compliment when I say that it gives me a bit of SimCity feeling. Great job guys
  10. It would be a good idea if Josh added a Collsion.User = 100 or something. That way he could have he's own stuff below 100 and the users could have their over 100 Same goes for the Collsion.Trigger
  11. Hi. You can see me doing that in this video at around 17:00 http://youtu.be/Utb3z4hs79Q?t=17m14s
  12. To me it seems that it would have been much more easy just giving the link at once
  13. You can see me showing an alternative method using hooks in this video (at around 17:00 ) http://youtu.be/Utb3z4hs79Q?t=17m14s
  14. Dont! Download VS2013 and off you go
  15. Yes.. adding a mass solved that problem
  16. Thanks a lot Rick. Will add mass to them then.
  17. I tested the Map hook but it works partially. In the attached image you can see my hook which prints the name of each object sent to the hook by Map::Load. The only entity seems to be the light. The two boxes in the scene never shows up in the hook. Any suggestions ? According to the docs EVERY entity loaded will reach the hook Map::Load This function loads a Leadwerks map (*.map) file. Syntax static bool Load(const std::string& path, int flags=LoadScripts, const uint64_t fileid=0) static bool Load(const std::string& path, void hook(Entity* entity, Object* extra), Object* extra=NULL, const int flags=LoadScripts, const uint64_t fileid=0); Parameters path: the file path to load the scene from. hook: pointer to a function that will be called for each loaded entity in the scene. hookname: script function name that will be called for each loaded entity in the scene.
  18. Yeah.. I must have been blind to miss that Thanks
  19. Sounds great. Where is that documented.
  20. Is there any official way to find an entity in a loaded map using C++.
  21. "The way to go" is a never ending change of history
×
×
  • Create New...