drakth Posted January 12, 2014 Share Posted January 12, 2014 If there arent examples yet, a 3rd person and RTS camera would be nice. Quote Link to comment Share on other sites More sharing options...
gamecreator Posted January 12, 2014 Share Posted January 12, 2014 Third person camera tutorial already exists: http://www.leadwerks.com/werkspace/page/tutorials/_/making-a-third-person-camera-r16 RTS camera should be pretty straightforward: you put it above ground and point it down. Move it when mouse is at edge of screen or arrow keys are pressed. But maybe that's simpifying it too much. Quote Link to comment Share on other sites More sharing options...
Kavex Posted January 12, 2014 Share Posted January 12, 2014 Just to let you know if you made videos on voxel-based generation. Every person that wishes to make a minecraft-clone (I hate calling it that) would come flocking. I know of a lot of people have gotten views by making some for unity3d. Just something i suggest placing on the back burner. It might even boost sells for leadwerks? 1 Quote Steam Profile /r/Leadwerks Link to comment Share on other sites More sharing options...
Patrick Posted January 12, 2014 Share Posted January 12, 2014 Just to let you know if you made videos on voxel-based generation. Every person that wishes to make a minecraft-clone (I hate calling it that) would come flocking. I know of lot of people have gotten views by making some for unity3d. Just something i suggest placing on the back burner. It might even boost sells for leadwerks? HAHA, so true... I am looking to get into Procedural Content Generation although I would transfer everything from a tutorial like that into something I could use for something a little different I'd like to see as much stuff related to this as possible. I am currently planning out a Dungeon Gen script for the game I will be working on once I get this... I think I will be able to grab the engine pretty soon too Quote Link to comment Share on other sites More sharing options...
shadmar Posted January 12, 2014 Share Posted January 12, 2014 Render to texture : http://leadwerks.wikidot.com/wiki:render-to-texture-security-cam 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
shadmar Posted January 12, 2014 Share Posted January 12, 2014 Oh buffers are not officially supported. ( yet ), so dont bug Josh if you run into trouble. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB Link to comment Share on other sites More sharing options...
MisterGravity Posted January 12, 2014 Share Posted January 12, 2014 I see people talking about a Portal Gun... how about a GRAVITY GUN! Quote I'm sure I'll have a million questions in my quest to master the Leadwerks Engine. Thank you for your patience. Link to comment Share on other sites More sharing options...
Rick Posted January 12, 2014 Author Share Posted January 12, 2014 I'll put it on the list! Quote Link to comment Share on other sites More sharing options...
Rick Posted January 13, 2014 Author Share Posted January 13, 2014 Added Ragdoll to the list of requested scripts Quote Link to comment Share on other sites More sharing options...
Mebaru Posted January 13, 2014 Share Posted January 13, 2014 I really would like to see tutorial on emitters and examples of creating various type of emitters like fire, smoke, sparks etc. 1 Quote Link to comment Share on other sites More sharing options...
lildragn Posted January 13, 2014 Share Posted January 13, 2014 I would love to have a 2.5D cam tutorial along the lines of Batman Arkham Origins: Blackgate... I’ve been tooling around in another ‘indie’ engine for some time to get a game level like this going for awhile now. Also how about - Health Meter - Object pickups - Stringing together a melee combo - Idle > Walk > Run > Walk > Idle cycle I think I’m going to really like this engine. Quote Link to comment Share on other sites More sharing options...
Shirk Posted January 13, 2014 Share Posted January 13, 2014 Im not sure if decals are supported, but Id like to see some sort of decals with weapons, maybe with the included fpsweapon? Quote Link to comment Share on other sites More sharing options...
Admin Posted January 13, 2014 Share Posted January 13, 2014 We're going to take a bit longer and implement a deferred technique for decals. This has the advantage that you can have pretty much unlimited decals, even painting entire walls, and it will run fast. It also may allow decals on skinned animated meshes, for blood and damage. Here is a more primitive implementation of the idea: http://www.humus.name/index.php?page=3D&ID=83 2 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 13, 2014 Share Posted January 13, 2014 My favorite suggestion is the security camera. I'd like to do this, with proper art assets and maybe an extra command to make life easier. Doing portals would require an additional script function to ignore certain collisions, and it would be a lot of complicated code. It could be done, but that's probably better for one person's individual project. I'm also interested in machinery and map interactions. Things like a moving crane and mechanical parts make good subjects for lessons. 4 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted January 13, 2014 Share Posted January 13, 2014 I like using decals for ground and wall textures as well to mix things up. Cracks for tiles, dirt and small rocks for ground, moss for rocks, etc. I hope these will be easy to add in the editor and via code. Edit: also footprints in snow and sand and blood on the ground and walls. Quote Link to comment Share on other sites More sharing options...
Josh Posted January 13, 2014 Share Posted January 13, 2014 With deferred decals that kind of thing would be much more feasible, without all the ugly z-fighting and lighting problems geometry-based decals have. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
MisterGravity Posted January 13, 2014 Share Posted January 13, 2014 I really would like to see tutorial on emitters and examples of creating various type of emitters like fire, smoke, sparks etc. Definitely this. I envision a kind of laser emitting device pointing to a spot which would create the beam, smoke where it's hitting the wall, etc. Quote I'm sure I'll have a million questions in my quest to master the Leadwerks Engine. Thank you for your patience. Link to comment Share on other sites More sharing options...
Josh Posted January 13, 2014 Share Posted January 13, 2014 Definitely this. I envision a kind of laser emitting device pointing to a spot which would create the beam, smoke where it's hitting the wall, etc. You so stole that from Portal 2. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
ChudStuddley Posted January 14, 2014 Share Posted January 14, 2014 The portal series seems to be a popular topic I'd like to see a basic stamina system so you can't infinitely sprint, or other basic survival-fps features like that. Quote Link to comment Share on other sites More sharing options...
Admin Posted January 14, 2014 Share Posted January 14, 2014 The laser thing is actually a really nice idea because it shows a few new things we haven't demonstrated, and it introduces a new gameplay mechanic, Quote Link to comment Share on other sites More sharing options...
nate066 Posted January 14, 2014 Share Posted January 14, 2014 The laser thing is actually a really nice idea because it shows a few new things we haven't demonstrated, and it introduces a new gameplay mechanic, Totally, To make it awsome you could add a exaggerated displacement effect around the laser. You could also add trailing particles that kinda follow the main laser. then some glow and color correction and the new defferd decal of a laser burn on the wall you have an amazing effect. Quote Link to comment Share on other sites More sharing options...
nsheorey Posted January 14, 2014 Share Posted January 14, 2014 A general tutorial on how to script RPG mechanics in Lua would be great. Inventory is already listed here, but I would add things like character and npc stats, skills/abilities along with activation and tracking mechanisms, looting/trading, weapon effects, etc. Quote Link to comment Share on other sites More sharing options...
diedir Posted January 14, 2014 Share Posted January 14, 2014 Hi all interesting topic, just a request : having a slow motion tutorial in lua would be great thank you Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
Mordred Posted January 14, 2014 Share Posted January 14, 2014 I'd like to see a tutorial about making a day/night cycle and/or seasons Quote Link to comment Share on other sites More sharing options...
lildragn Posted January 14, 2014 Share Posted January 14, 2014 Not sure it's been mentioned or there's a script already, but the minute I buy my copy tomorrow I'll be starting a 2.5 d project and would love to have; - A camera follow script with smooth easing... similar to Unity's I guess - Also is there a gamepad script available yet? This would also be great. Excited to get going... ~t Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.