Jump to content

josk

Members
  • Posts

    567
  • Joined

  • Last visited

Everything posted by josk

  1. If you take a look here http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778 you can see that Collision.Character and Collision.Prop collide with Scene. You will have to do a check to see if what you hit is a Collison.Prop. Or another way I have done before is SetKeyValue of the items you want to hit and check the name using GetKeyValue.
  2. Works fine here. They installed straight to the Shaders/PostEffects folder.
  3. Aggror's tutorials are definitely the place to start, start from the beginning
  4. josk

    Water Update [beta]

    The light problem and the reflection problem are no more, good work. It's given me an idea for a flooded compartment for one of my next levels. Thanks.
  5. josk

    Otter Demo

    Maybe early levels could have clear water and as the game goes on the water gets more murkier to increase difficulty. Could tie it in with pollution. Make an eco friendly game aimed at young ones maybe.
  6. I though it might be something straight forward. Forgot to say controls are WASD and QE for turning. My latest project is kind of an old style dungeon crawl but sci-fi which uses similar controls so I'm used to them. Should always use wasd and mouse controls for testing, or state controls.
  7. josk

    Otter Demo

    This just keeps on getting better.
  8. From the Blog post. I have a camera parented to my player through the editor, when I turned the reflections turned with me. So if I turned 90 or 180 and walked I could still see the same reflections but getting further away. From testing it happens if you attach a camera to a pivot that is when the water reflections go wrong.
  9. self.context:SetColor(1,1,1,1) Sorts out the Colour problem I was having, thanks.
  10. In the clip I showed above the colours correct themselves when I press F11. Also Bult a new map, if you attach a camera to a pivot that is when the water reflections go wrong. Can upload the map on that one if needed, but its a simple one to replicate.
  11. Anything with Trigger collision still disappears. Camera reflection issue is till there. Also colours get altererd from lights as in this clip, ignore the red on the columns.
  12. Looking nice, things i noticed on my indoor level which I tested it on. Anything with Trigger collision disappeared. I couldnt see the water when I ran my demo unless I had added a new light or altererd a light setting of a current light. I have a camera parented to my player through the editor, when I turned the reflections turned with me. So if I turned 90 or 180 and walked I could still see the same reflections but getting further away.
  13. josk

    Dead Anyway

    Looking good, I like the way you will be exploring interiors. No doubt there will be the occasional nasty thing in some of the houses.
  14. Thanks for the info on adding children through the Scene, should be ok for what i need.
  15. Our torch only becomes a flashlight when we turn it on and off in quick sucsession.
  16. Some good progress, nice job with the Torch. Are you uploading that one to the workshop :-) By the way there is a yellow torch in the workshop. Combined efects for sickness looks good.
  17. What are the issues with having a parent with many children, anything major? Can it be fixed? I will do this with my current map but don't want to mess it up. My main one is not being able to move items around the scene hirachy freely.
  18. It would be good to be able to move an item in the Scene tree somewhere else without it becoming a child of another item. If not folders the ability to hide items with the same name. I have many walls in my scene, once in place I don't need to do anything with them and they get in the way.
  19. Nice, it is better with the bloom turned down.
  20. Yeah, well done people. Some good little games. Highlights for me are the start screen for next monday and the laser grid in frankinators Fun House.
  21. I noticed something like this the other day, the last item added to your scene will have the KeyHit that is read. Not tested this properly but that was what I found.
  22. josk

    Otter Demo

    Have some fish as Salmon trying to get to their spawning grounds, swimming upstream trying to jump over the dam. Looking good.
  23. josk

    Droid planet

    This project of yours is coming togeather, look forward to seeing a small game demo with all this content.
  24. Looking good, replace the barrels with some wooden crates or some furniture, maybe a wheelchair.
  25. Hope this gets done sooner rather than later. Working with the Scene Tree can be annoying at times.
×
×
  • Create New...