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AggrorJorn

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Everything posted by AggrorJorn

  1. All my C++ tutorials have a lua counterpart were possible. http://www.leadwerks.com/werkspace/page/tutorials_legacy/_/free-and-spectator-cameras-r12 See here for all the links: http://leadwerks.wikidot.com/wiki:tutorials
  2. This has nothing to do with shaders. The tires are physics objects that are controlled by code. The driving around is done with script and is not an animation.
  3. Don't get wrong, I think it is amazing how 1 person is able to make such a software package like Leadwerks. And I find it very logical that there simply isn't enough time to do all those things. Steam has the focus now which is a strong selling point. I am just realistic in the fact that it has been 2 years since the flowgraph editor itself hasn't changed in the aspect of new features like layers/zooming/organizing. Event he the requested shortcut icon for the Flowgraph editor is still not there. Personally I think the flowgraph editor, in its current state, is only useful for a small test scene.
  4. If payed items are available in the workshop, you should put it up there shadmar. I would be happy to pay for this.
  5. Which video are you referring to? There are several ones that use emitters. That said I can make a basic tutorial but I don't have much experience using the emitters so far. I do have one emitter tutorial in mind for Saturn, but a more generic tutorial for emitters would be useful as well.
  6. I wouldn't count on it to be honest. This was requested with release of LE3 in early 2013. For me this is one of the reasons to not use the flowgraph editor. It works okay for a simple test level, but once you start making a larger level it just becomes one big mess. Without having the option to add layers, zooming and adding some sort of form of organizing objects it becomes unmaintainable after a while. So I stopped using it.
  7. Running your game from the editor loads the map that is opened in the editor. When published the map is loaded you have specified in app.lua.
  8. Project Saturn tutorial #26: Checkpoint trigger All source code can be downloaded from: http://aggrortutorials.com/index.php/downloads/viewcategory/4-project-saturn
  9. Project Saturn tutorial #25: Checkpoint manager
  10. Project Saturn tutorial #24: Getting of the ladder
  11. PLease also add this to the user guide. The readers of this blog know it now, but future users will not.
  12. What exactly doesn't work? Is it not showing or do you get an error. Also please make a new topic as this once is 2 years old.
  13. I think the door opening isn't wide enough.
  14. Try placing the particle in front of the player first. That makes is a little easier to debug.
  15. Project Saturn #23: Climbing up the ladder
  16. One of the most useful scripts in my opinion: Project Saturn #22: The EnterExitTrigger script.
  17. Lets start climbing. Project Saturn #21: intro to ladders:
  18. So I my situation (not sure if you have read it) I have over a hundred sound files located in 1 folder: "Sounds/Nature". These sounds are dynamically loaded. It would be great if I could specify the folder instead of listing every single file.
  19. Terrain tutorials There are 2 new video tutorials on how to use the terrain editor. Sculpting terrain: Terrain painting: Tutorials: Project Saturn It has been a while since I made a tutorial for Project Saturn, but that will change in the near future. Since there are so many new members using Leadwerks I am going to make some free time for some new tutorials. In the past 3 months there were only a handful of viewers and that didn't quite way up to time spend on making the tutorials. That said I also upgraded from a parttime to a full time job which obviously really cuts in to my Game dev time. The first new video tutorials are already here: 21: 22: 23: Lua beginner tutorials I am also going to make some tutorials for the absolute beginners. For those that have very little to no experience, theses lessons should be very useful. Although these are Lua tutorials in general, they will be aimed towards usage in Leadwerks. FlowGUI I took the plunge in to selling my own Lua GUI library for Leadwerks: FlowGUI. Selling scripts/code for Leadwerks is something I wanted to do for years but I never really had the guts to actually try it. Now that I have made an initial release via webdownload, I am glad I did. I am happy with the amount of licenses sold so far, which makes it also a lot more fun to work on upcoming features such as inventories. I also hope that by providing extra downloadable content for Leadwerks, we will attract more people, were Leadwerks on itself will only benefit from. Last but not least it might also inspire other developers/artists to start selling their own work as well. Maybe when payed items are added to the workshop, this will really kick off. Jorn 'Aggror'
  20. Can you try loading an empty scene to see how long that takes? The loading time in your video is absurdly long so there most be reason for that.
  21. There have been severall changes to the FAQ. If anyone sees any incorrect information or has information that would be really fitting for this FAQ, please leave a comment.
  22. If you want to move your camera freely around the cockpit, then you load the model of the cockpit/place it in the scene. However do not parent it, since you can't move the mouse to press any buttons. If freelook is not needed, then you can parent it. Load/place the model. have a camera that contains a script with the camera rotation. in the same script you can use raycast to detect other objects that are part of the cockpit. If you want to move the cockpit, then the cockpit should have its own script
  23. Something like below would do the trick. Not only does this give Leadwerks a unified way of detecing export folders, it also gives the programmers a way of creating dynamic variables without having to worry about missing export errors. ExportInclude "Sounds/Player/Footsteps"
  24. The drawImage command has extra parameters to specify the scale.
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