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X54321

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  1. I hate to be Captain Obvious, but did you wait a while after the window disappears? Did a loading screen pop up? Otherwise, maybe try going to "C:\Program Files (x86)\Steam\steamapps\common\Leadwerks Indie Edition" and looking at Leadwerks.exe. Try right clicking and see if there's an option for running with a different graphics processor. If it's there, try to hover over it and select Integrated graphics. Also, try running it as an Admin. It seems that a lot of software hate Nvidia cards, especially on laptops, but it works for me WITH Nvidia, so I don't know what the problem is.
  2. You know how in most paint programs you can drag a box and it'll select everything in it? I think Leadwerks needs this to be implemented (for the 2D views at least). Selecting brushes one by one can get quite annoying with highly detailed structures.
  3. After attempting to make a rotating platform script, I wondered how the platforms in the moving platforms example kept the player on top of them. I've looked through the script of both the moving platform and the fps controller, but I can't pinpoint what in those scripts make this happen. Does it have to do with the physics properties?
  4. For 2.5d games, I want to be able to restrict physics rotation & movement to certain axes. It should be kind of like how Unity does it, where the physics tab has checkboxes for each axis you want to restrict. You can just use self.entity:SetPosition() to restrict the axis, but this causes the physics to be...slow. It's not lag, but the physics object itself moves in a very strange fashion. It gradually slows down until it hits a complete stop, and then it speeds back up again.
  5. I wanted to make it look more like Doom, so I made the resolution really small. It really only works in full-screen, but the results are delicious.
  6. I revamped some of the art assets, and I threw in a jetpack (because why not!)
  7. Well, I found a way around this. I'm surprised I haven't thought of this before, but instead of testing for collisions I can just test if the player's distance to the missile is less than X amount of units. This effectively makes a sphere collision that works well.
  8. I'll be posting it to the Bug Reports in a moment.
  9. I still don't think you understand the problem. The missile DOES collide with the player, and it DOES hurt the player, but only when the player is moving during the collision.
  10. Well, the script worked, but it did absolutely nothing to solve the problem. I already had missiles that did exactly what I wanted them to do. They just happened to go through the player if he stood perfectly still. With this new script, the missile still goes through the player if he stood perfectly still. So, this didn't solve the problem at all, but thanks anyways.
  11. Man, I could have sworn I had did that. Anyways, right now I'm going to mess with my implementation (I have it commented out after your code).
  12. Thanks, I copied your code because my implementation of it wasn't doing anything. I knew the turret faced the wall, I just wanted to get the code working before I worried about it.
  13. OK, here's the project : https://drive.google.com/file/d/0BzyMN5S2kRTHSThMVHpuVVdVZnc/edit?usp=sharing
  14. Bah, it's ok. I'm just in a bad mood. Well, I'm just going to post the entire project once it's done uploading. It'll be easier to set up I guess.
  15. Actually, nevermind. I'll just figure it out myself.
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