
beo6
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Looks nice. i noticed that the ball color in level 5 and 6 is purple. It crashes randomly when loading a level. Thats why I have not gotten to level 7. I also noticed the laggy movement. It seems that the physic refresh time is too low. So the ball also sometimes goes straight through a wall. can you tell me how you load the next map? For me when i loaded the next map the game-physic is too fast and it normalizes after some randomly long time.
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That is exactly what i wanted to say. Thanks Rick. For what exactly is the option "Merge on load" in the editor?
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Just an idea until Josh decides: set the mass in the editor to anything else then 0 and reset it in your code. Trigger::Trigger(Entity* entity) { this->entity = entity; //... this->entity->SetMass(0); }
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I wonder how Josh did the rounded corner in this post: http://www.leadwerks.com/werkspace/blog/41/entry-1081-leadwerks-3-update-available/
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Hello Everyone, i created a C++ Project and compiling etc. works nice on Windows. Now i wanted to test it on Android so i published the project for Android but it gave me Errors. then i linked the new .cpp and .h files into the Source-Folder just like the App.cpp and App.h files that are already linked there. But i still get this Error: C:\Leadwerks\Projects/RollingC/Projects/Android/obj/local/armeabi/objs/app/__/__/__/Source/App.o: In function `StoreWorldObjects(Leadwerks::Entity*, Leadwerks::Object*)': C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/App.cpp:33: undefined reference to `Player::Player(Leadwerks::Entity*)' Not sure what i am doing wrong. Will try to compile a completely new Project for Android now. //Edit: Compiling a clean Android project works. I have now found the Application.mk file where i need to add the source files at "LOCAL_SRC_FILES" Now i get different errors: C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/NextMap.cpp: In constructor 'NextMap::NextMap(Leadwerks::Entity*)': C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/NextMap.cpp:15: error: invalid conversion from 'void (*)(Leadwerks::Entity*, Leadwerks::Entity*, float*, float*, float)' to 'void*' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/NextMap.cpp:15: error: initializing argument 2 of 'virtual void Leadwerks::Entity::AddHook(int, void*)' make: *** [C:\Leadwerks\Projects/RollingC/Projects/Android/obj/local/armeabi/objs/app/__/__/__/Source/NextMap.o] Error 1 make: *** Waiting for unfinished jobs.... C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp: In constructor 'Player::Player(Leadwerks::Entity*)': C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:10: error: invalid conversion from 'void (*)(Leadwerks::Entity*)' to 'void*' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:10: error: initializing argument 2 of 'virtual void Leadwerks::Entity::AddHook(int, void*)' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:11: error: invalid conversion from 'void (*)(Leadwerks::Entity*, Leadwerks::Entity*, float*, float*, float)' to 'void*' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:11: error: initializing argument 2 of 'virtual void Leadwerks::Entity::AddHook(int, void*)' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:12: error: invalid conversion from 'void (*)(Leadwerks::Entity*)' to 'void*' C:\Leadwerks\Projects/RollingC/Projects/Android/jni/../../../Source/Player.cpp:12: error: initializing argument 2 of 'virtual void Leadwerks::Entity::AddHook(int, void*)' make: *** [C:\Leadwerks\Projects/RollingC/Projects/Android/obj/local/armeabi/objs/app/__/__/__/Source/Player.o] Error 1 I suppose that this are some issues that the code needs to be a bit different for Android. Edit: I only used parts of this tutorial. Http://www.leadwerks.com/werkspace/page/tutorials/_/class-hooks-r38 So it seems they are not android compatible?
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i had asked myself that question too yesterday. after a little bit of research it looks too complicated and i do not even fully understand the code in the App.cpp from the Lua Project template.
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What's the biggest development challenge you face?
beo6 replied to Josh's topic in General Discussion
the only issue is that there is no dependent auto completion for Lua. So you get all methods all the time in the list. Not sure if that is even possible with Lua because of the dynamic nature //Edit: the editor included in LE3 already has some sort of syntax highlighting. But i think you could disable it with setting the color the same for keywords etc in the options -
What's the biggest development challenge you face?
beo6 replied to Josh's topic in General Discussion
I am currently creating a relatively simple auto completion file for Sublime Text (the editor i use) i can release it here when i finished it. Just not sure if anyone else here uses the editor. -
Looks nice and works nice on my PC. wodered what type of installer you used since it is only one file and starts the game directly. Don't know if it installed the game files somewhere. One other question. Have you used the default lightning or do you use directional lights?
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welcome to Leadwerks 3. I am sometimes idling around in irc but it is true that it is empty most of the time.
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I would like a small roadmap. I don't even care if some things change over time. At least we would have an overview and wouldn't be surprised like the last change with only allowing one script per entity.
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i am working on a game that works only with Lua and so far it works pretty well i think. It is only a small game with many entities that have their own behavior in the object script. As soon as i have a script that is truly plug and play and does not rely on other stuff i will try to release it. For a bigger game i would for sure think more for C++ and probably only small in game stuff as Lua. of course it would be nice to have auto completion and stuff like that in the script editor but that might be a feature for the future.
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Thanks. works good. i just needed to SetGravityMode(false) because gravitation pulled it down so it never reached the desired position correctly.
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Hello everyone. i set the position of an entity by PhysicsSetPosition because SetPosition sets the position for a short time and then the Physic engine does set the position back where it was. That is of course logical. So i use PhysicsSetPosition but i don't want it to keep the force the entity had before. Currently it just continues moving into the direction it moved before and i only have the function to add a Force with AddForce or AddTorque. So how to do this the best way? Thank you for every help.
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what you describe sounds just like what the flowgraph is for. You have a function in your script. For example function Script:ReduceHealth(amount)--in self.Health = self.Health - amount self.component:CallOutputs("OnHealthReduced") end function Script:OnHealthReduced()--out App.displayedHealth = self.Health if self.Health <= 0 then self.component:CallOutputs("OnDead") end end function Script:OnDead()--out end (untested code) i tried in my own Project to have a HUD script but for some reason i could not draw to the context so i did it in the App:Loop of the App.lua script but i think that is another issue
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I was at first also not sure about the loss of the multiple scripts per entity. But now i still can not see a real advantage of it. for the rotating/moving and music playing example: You will most likely play the music globally so you can have a music playing script in the world to do that and in the future when we got logical entities for the flowgraph we can do it with these. So you stay with the rotate/move script which in my opinion should stay together to be really reusable. I have two ideas i am not sure if they are really useful or would solve the issues for everyone. 1. we could just include scripts into the entity scripts in code (dofile, loadfile maybe?) 2. naming the different scripts or giving them ids: currently you can use the following: entity.script.TakeDamage(10)" but maybe it could work when we can name the different scripts like this: entity.scripts.damageScript.TakeDamage(10) entity.scripts.animationScript.DoDamageAnimation()
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Hi Rick. I see it this way at the moment: The attached script is really only for the entity behavior. So if you have a moving/rotating platform add the rotation and movement functions to it. You don't need to use both when you need only one movement. Then I would see the pure logical flowgraph entities for the events: button press -> start the movement of the platform. I know you would need to have another entity for a button anyway, just couldn't think for a better example. With multiple scripts attached you need to find the correct script first as Josh shows in the post.
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tested it and can confirm this. Even if i do not change anything in the script it looses the connection as soon as i save the script file.
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i noticed the loss only when i was working on the script. Not sure if it looses the connection already when the script is re-saved or only slightly changed.
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I like the idea about pure logic entities. That would solve the case I was thinking about.
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I like this too. But i think i have issues to understand the script change. Why is it now impossible to have multiple scripts attached? Maybe some sort of index for attached scripts could work? I think now scripts can sometimes have repeated code in it. For example the Volume Trigger script together with the Sound Node Script attached to one entity. Now i need to have 2 entities or put both scripts together into a single script. Or maybe the Scripting wasn't made for such small script parts in the first place.
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I know it is not physically correct, but you could do something like this. function Script:Start() self.currentBounciness = 0 self.bounciness = 500 end function Script:Collision(entity, position, normal, speed) if speed > 3 then if ( self.currentBounciness ) == 0 then self.currentBounciness = self.bounciness else self.entity:AddForce(0, self.currentBounciness, 0) self.currentBounciness = self.currentBounciness / 2 end end end
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i don't know what you want to say, but that is indeed the intention i had when i was trying to have a ball movement like this but i right at the start when the ball bounced around without any obvious reason. I also don't want to have two open threads so maybe we should continue here: http://www.leadwerks...ar-an-obstacle/
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i haven't tried that, but i think it will make no difference since i only add torque to it when i press a key, and it jumps even before i touch any key.
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Hello again, i wasn't able to fix this issue for now. But i noticed that it only starts jumping when i get near any obstacle but without touching it. Enabling Swept collision also doesn't help.