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Paul Thomas

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Posts posted by Paul Thomas

  1. I decided to try and tackle this for the hell of it. I think just about every game I play has a console and thought it would be interesting to replicate this. Of course, initially easier thought than done. My main concern is doing it the most efficient way.

     

    First I attempted to just use drawtext() to a buffer and display the buffer whenever I hit the tilde key. However, it just doesn't work out that way. Some consoles have scroll-bars and others you use the page up and down keys to view text that is hidden. So, this is my objective, to use page up and down to display more of the text.

     

    I can't seem to achieve this. Once I've drawn the text to the buffer I'm not sure what to do to show different portions of the buffer. For testing I just did "Hello World #" for about twenty lines. The first five display on a height of 100. Anyone know how to display different portions of the buffer? Using a buffer to draw text onto with a height of 100 may just cut it off, so I've tried drawing to a buffer to the full window height, and when drawing the buffer it just makes the whole thing unreadable.

     

    The answer to that question would be great regardless of whether that's the most efficient way of doing an in-game console or not, just because it would be helpful information for the future. My next question is, what would be the most efficient way of doing an in-game console? The method I'm attempting wouldn't be too bad once I've figured it out since I'd only have to draw the text onto the buffer whenever text is updated. The keyboard to text also wouldn't be too bad I guess. Any suggestions?

  2. May also be a good idea to use a type of entity for each world that will tell your scene manager what the default original position is for each scene. This way you can accurately place the player in those locations. Really depends on what you plan with the multiple scenes but I would do what Marley suggested but changing the controller position to the new "entity_playerstart" location in the new scene once it's loaded.

  3. There is a search feature on this forum. I'm not sure if you've been pointed to the original forum: http://forum.leadwerks.com which also has a search feature and is much older than this forum; so there is a lot more information there. There are even several posts about people asking about source over at the other forum.

     

    I think sometimes the lack of responses could also be because some questions were asked so many times. I can't even count how many times Macklebee or Marleys Ghost wrote: "Did you add mass to the character controller?" Sometimes replying to the same question that has been asked so many times just gets ignored.

     

    However, since this is a great community, questions will eventually get answered even if the answer was given several times.

     

    You're also looking at a community a little wrong. You're acting like a customer who demands immediate responses to your questions. Instead, I suggest acting more like a customer in a community of customers. Talk to people, get to know people, befriend people; message friends, ask friends questions, and so forth. I ask Macklebee questions all the time just to see if he may happen to know the answer and I'm sure by now he wouldn't mind smacking me around a bit :lol:

     

    Anyways. Check out the old forums if searching comes up with nothing here.

    Use http://www.leadwerks.com/wiki frequently.

     

    One of your questions earlier was about the mouse wheel.

     

    Wiki -> Input -> Mouse -> MouseZ() = "Returns the mouse's current Z position. This is the delta value of the mouse wheel."

    • Upvote 2
  4. I've been web programming for about ten years now (XHTML/CSS/PHP/SQL/CGI-Perl/etc). If you need help in that area let me know. I also know several graphic designers from all the contracting work I've done in the past.

  5. Didn't know there was more posts in this thread, apparently my Droid decided to wipe out threads I haven't read when using quickly to skim through everything and then they're reverted when I get back on the PC.

     

    Thanks for considering this feature request, Josh. Expanding the engine to allow multiple physics libraries is a plus in my opinion. Officially supporting just Newton is actually ideal. Leave it up to each licensee to determine what route they want to take and with the ability to disable Newton the option is completely there to make that decision.

     

    Newton is definitely a nice physics library, I'm not against Newton, I just have my eye/mind on some of the features PhysX provides, or even Havok. All three are great libraries and I just thought it was a good feature request to ask a way to disable Newton so that there's an option to use different physics libraries.

  6. I noticed when using "View New Content" there is a section called "Help Files" which just gives general help about invisionboard. Something like this wouldn't be a bad idea for community supported tutorials or something. If not, maybe a Tutorials forum category?

     

    Just an idea. A lot of new people are having a hard time getting started or are quickly learning the tutorials are outdated. Mainly because the tutorials are in a "hard to update" format (video and PDF) even though the videos do the best job as a teaching material. Community support tutorials, video tutorials, and so forth, couldn't do much harm. Make the default listing based on Category/Alphabetical and Rank.

  7. Yeah, could just combine the two.

     

    ini.Read("category", "key");
    

     

    Looks better than my ini.Key("category", "key");

     

    I think back when I was writing this I was going to do ini.Read("category","key") to directly read from a category and make ini.Key("key") to iterate through the ini.Categories() and ini.Keys("category") to find that one key, but obviously dumped that idea.

     

    It was a learning experience back then, it could use polishing and expanding.

  8. It also wouldn't hurt to take a look at some C++ tutorials as well. Working with just the basics of Leadwerks isn't very difficult but once you start attempting more complex programs it would be best to have some solid understanding of C++.

     

    As Niosop has mentioned start with the LE tutorials. Most of them are outdated but you can get some direction from them. You can also take a look at Lumooja's Power Tutorial located on the Wiki. Just in case you don't know, the Wiki is at http://www.leadwerks.com/wiki which has all the tutorials and a list of LE commands. Some of the commands also have examples to look at.

     

    Dedication along with trial and error.

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