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Haydenmango

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Blog Comments posted by Haydenmango

  1. This update reset all my entities script fields. Including the bools, floats, ints, etc. If you have any data in your entities script fields you may want to write it down somewhere before updating.

     

    I think your new approach to the script field seems good but like Einlander pointed out it might be difficult to select child entities. Supporting dragging and selecting of entities could be a good idea.

     

    EDIT - The update only reset my prefabs script fields.

  2. Looks good and use friendly! Good job. :)

    For waypoints I use this method and it works quite well.

    I create a script for my waypoint pivots and give them a target entity. The target entity will be another waypoint pivot placed on the map.

    Then the patrolling entity has one waypoint target and once it is reached the patrolling entites waypoint target is replaced with the waypoints target entity.

    I hope that makes some sense. I just thought I would share. It's really cool/helpful that you're making these templates, keep it up!

    • Upvote 1
  3. I am in the beta (because I can't revert to the default branch) and after this update my terrain textures look extremely blurry and my fps dropped from 30 to 10. I am not using the water so something else in this update has caused my performance to drop immensely.

    Also if the water worked by attaching a water shader to CSG it would be much more useful; the current system is only useful for oceans/groundwater.

     

    --edit It seems there is a new terrain_lowres.shader that is being used for whatever reason, I am guessing that is the cause of my issues. What is that shader for?

  4. When I start up Leadwerks Indie Edition I get

    Framebuffer incomplete: GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT

    and the editor closes ever since the latest update.

     

    --edit Weird, now it isn't giving me that message and everything works again but I noticed that all of my normal map textures have the Normal Map checkbox un-checked now.

  5. Thanks for the comments guys!

     

    @miko93 - The terrain, vegetation, and such all came from me adapting my project over time (around 4 months now). I would recommend watching the previous update videos(can be found on my youtube channel) just to see how everything evolved but if you have any specific questions about anything like my workflow or software I used you can send me a pm!

     

    @Thirsty Panther - That means a lot, thank you!

     

    @nick.ace - Hahah, the trap noise really got me at the end. All the small things definitely add up in this game. Yeah save games really changed everything and I really have to give props to Rick for that.

    The camera spawn was kind of an out there idea that was just to fun to scrap. Eventually the respawn feature is going to be used for more than just getting back to your body though....

  6. The building/farming animations/models look good.

    I also like where you are going with the stealth.

    A suggestion I have is you could make a threat level for your enemies. So instead of entering/leaving stealth automatically you instead increase/decrease your enemies threat level when you are in/not in a stealth area. Once their threat hits 0 they stop attacking. Once their threat hits a certain number they start attacking. I think something like that would make stealth really fun, especially if you had a detection meter to show when something is gaining/losing threat.

     

    Looking forward to more updates!

    • Upvote 1
  7. I really like the idea! It sounds like a nice change of game play for the survival genre. I have been waiting for a survival game that gives players something to work together to kill rather than players just killing players, boss fights sound promising. I also like the idea of being rewarded for how many day/night cycles you survive. I'm looking forward to seeing how this evolves!

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