-
Posts
4,816 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by AggrorJorn
-
Project OLED: Arcade game tutorials
AggrorJorn commented on AggrorJorn's blog entry in JornAggror Blog
The official documentation is still being revised/updated. Without having official documentation I would not start using it yet unless you like trying things out. -
Project OLED: Arcade game tutorials
AggrorJorn commented on AggrorJorn's blog entry in JornAggror Blog
A simple loading screen is fairly easy to do, but a progressbar didn't work for me. Anyone tried that loading screen solution they are talking about? I lost my website were FlowGUI was hosted quite some time ago. As a result I tried uploading FlowGUI to the Workshop but paid items were not avaiable for some time. When paid items were allowed again, FlowGUI was disapproved because payed scripts were not allowed. There was/is also no way for me to send out free keys to people who had already bought it. Since Leadwerk's official UI is around the corner I kind of gave up. -
Project OLED: Arcade game tutorials
AggrorJorn commented on AggrorJorn's blog entry in JornAggror Blog
Making an entire menu with options and everything is way too much work for such a small arcade game. Not to mention that there is currently no UI system. It is also something that Josh said he was going to add by default when the new UI system comes. A video on creating a splash screen is a good idea. The progress bar is not that simple I am afraid. Don't get me wrong, those are good ideas to make a video off. Just not for the arcade games. -
Project OLED: Arcade game tutorials
AggrorJorn commented on AggrorJorn's blog entry in JornAggror Blog
Interesting suggestions. So we have got: Battleship Tic tac toe R-type side scrolling shootem up (contra, ninja turtles) Side scroller (mario, Gianna Sister, megaman) Bomberman Space invader Card games (Solitaire, black Jack and poker) These are all interesting. Doing all of these is too much work, but some are deffinetely worth a look at to see their value on learning lua. -
not sure if this is related but the editor displays in centimeters, in coding you see in meters I believe.
-
I am currently looking into some 2d basic/arcade game tutorials which might follow up on the OLED project once all the lua basics tutorials are done. Think about games like: Minesweeper Tetris Pong Bejeweld (match 3) Asteroids Snake Arkanoid (breakout) Minesweeper is already finished: Replicating all these games myself gives a great indication on their complexity, even for arcade games. Grid based games like minesweeper, bejeweled and tetris are the easiest and share a lot of functionality. So doing all of them might now prove usefull. Pong is great in the sense that it introduces vector mathematics. All these game have their own little mechanics. The trick in making the tutorials is also finding the right game order. One game that you might find missing in the list above is Pacman. Although certainly doable, the ghosts have their own behaviour which makes them a little trickier for beginnners. All in all it is a good way to really start tinkering about lua once you'r done learning the basics. What are your favorite arcade games?
-
Will there be any way to flag content? If a user spots an error they often do not report it on the forum. Instead a flag option where you can comment could prove usefull.
-
What a relaxing environment. Well done.
-
We have seen a lot of statistics on the forum recently. I thought I'd share some from my Youtube account. The stats below are from the past 365 days, including only videos that are relative to Leadwerks. Geo stats
-
Really? I remember the 2.3 update introducing Lua and costing around 30 dollars. Purchasing a license for LE 3.0 at its release was 200 dollars for me. Haven't payed anything since, but I don't mind paying for a major version updgrade. I don't mind the option for monthly licenses, as long as you have an option to buy a lifetime license.
-
Can't find my old files on this unforntunately. Searching in the recast navigation API is the only remaining option for now.
-
The navmesh updating in those video is using small levels. For a Leadwerks terrain this is probably to heavy. However you can do patch updating which is possible in the C++ version. I will try to find an example from 2 years ago. Ironically this exact same discussion was held 2.5 years ago: http://www.leadwerks.com/werkspace/topic/10911-pathfinding/page__st__20#entry79870
-
I like the dark theme in the last 3 images. Reminds me of visual studio dark theme.
-
Hey burgelkat, Just got around to finally trying this out. I think you have the skills to become a good level designer. The maps create a very nice atmosphere. I am interested to see where you are going with this. Always feel free to ask for help. Have you considered adding voice to the character? I did have some trouble where the UI text would interfere with buttons. I noticed that the atmospheric sound, is 3d spatialized at times. Is this on purpose? keep up the good work.
-
Can you post your original complete script? I think the declaration of the table might be the thing that is causing the issue but without seeing the entire code I am just guessing.
-
Top 10 celebrities who use component architecture!
AggrorJorn commented on Rick's blog entry in Rick's Blog
This is pure gold. I love component based behaviour and in C++ I still stick to a similar approach: http://www.leadwerks.com/werkspace/blog/34/entry-1077-component-based-engine-design/ Rick, you did a great job explaining this concept. I would love turning this in to a set of advanced Lua tutorials if that is okey with you Rick. Getting more people enthusiastic about this can create a new wave of usefull scripts since they can be easily chained together. -
Try creating the source in the start function instead of the updateworld function. You are creating the source every time you press F. So when you try to stop it, it might not know what to do as it is not playing either. As a matter of fact, it is not doing anything at all.
-
What is self.torch1:Hidden() returning the second time you press F? What happens when you replace the else segment with the following. Does it get printed? else System:Print("torch is not hidden") self.torch1:Hide() if self.FLsource ~= nil then System:Print("source is not nil") if self.FLsource:GetState() == Source.Playing then self.FLsource:Stop() System:Print("Sound Off") end end end
-
You are playing the sound instead of the source. Remove that line. Using either updateworld or updatephysics won't make a difference for this code. You can also request the state of the source with GetState() self.source:GetState()==Source.Playing
-
Ah I understand now. I interpretated your sentence "I have no issue with getting a display list as an option," wrong. I thought you mean it as "I can see that option quit clearly on my screen". I honestly never noticed the tooltips, so I will have to check that out. Thanks for pointing that out.
-
I think our interpretation of list differs a little . Currently we can only see thumbnails, but I would like to see for a list like the screenshot below:
-
You do? I must be totally overlooking this then. I can only set a display size. Not at home right now, could you please make a screenshot? Not sure if I see tooltips, but that doesn't really solve the problem of not being able to see the names at once.
-
three hurrays for component based design.
-
How complex is the bonestructure of the firearms? Although even, if it were dozens, those kind of transformation calculations should be fairly cheap for the engine. Locking the animation update to the refreshrate should also increase performance. Just for reference: Locking the matrix should be done before any animations are done. Unlocking the matrix should be done after the animations are done. http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entityunlockmatrix-r140
-
Can we please have the option to display assets as a list. It is really annoying to set the thumbnail to 128 x 128 simply because I can't read the name of a script or model. Making the thumbnails adjustable when using the scrollwheel when the assets tab is focused would be a nice extra, but the list display is a bare necessity in my opinion.