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Haydenmango

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Posts posted by Haydenmango

  1. I keep getting this error -

     

    Writing screenshot "C:\Users\Hayden\AppData\Local/HalloweenProject/Screenshots/screenshot1.tga"...

    Failed to write screenshot "C:\Users\Hayden\AppData\Local/HalloweenProject/Screenshots/screenshot1.tga".

     

    am I doing something wrong?

     

    my code is just this -

     

    if self.window:KeyHit(Key.I) then

    self.context:Screenshot()

    end

     

    EDIT --

    Talked to macklebee about the issue and it was just that my "Hayden" folder was locked.

    So I changed the path like so -

     

    self.context:Screenshot("c:screenshot.tga")

     

    and everything works.

  2. I published my halloween game to the workshop for testing and all of the items I got from the workshop failed to load. This is what the log says to every workshop item-

     

    Loading model "C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl"

    Failed to read file C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl

    Deleting model "C:/Program Files (x86)/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/AddOns/Halloween Model Pack/pumpkin_carved.mdl"

     

     

    I am using Leadwerks Indie Edition and am in the beta.

  3. That sounds like a solid design. I would go with making a new level when you switch to the industrial area just so you can make the most out of each separate area without running into performance issues. Using a lift for the map change is a great idea. Keep up the good work, I am looking forward to seeing more!

  4. I found this bug by checking my log file after play testing Hunt For Food. The fog shader is loaded when it rains and it should delete when it stops raining but after I checked my log I noticed that it wasn't being deleted and I just had a bunch of fog shaders being loaded everytime it started raining.

     

    I checked over the shaders and the fog shader is loaded through a script but the fxaa and contrast shaders are not. Which means that this happens regardless of the shader being loaded through a script.

  5. Good idea.

     

    I like Leadwerks because:

    - The Leadwerks Community for tutorials, models, scripts, shaders, etc.

    - Steam Workshop Game Player

    - Character Controller for Indie Edition makes game making super fast.

    - Fast Art Pipeline, especially with Blender (Blender exporter and .fbx support)

    - Affordable Price!

  6. If you just want to check if your sphere has had a collision but you don't want it to actually collide you could set the collision type to Collision.Trigger. If you want it to collide with more then just Character collision types you will have to create your own collision type using Collision:SetResponse().

    • Upvote 1
  7. To give entities collision they need a Physics Shape. See the physics tab of the entity.

    You can choose a collision type for the entity to make it collide with other entities. See collision reference here - http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778

     

    Then if you want the entity to move when it collides it needs a mass above 0. If you want it to stay still (Like the ground, walls, ceilings) give it a mass of 0.

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