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SavageDogg38

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Everything posted by SavageDogg38

  1. Well, I want to get the full standard version first so that all the tools are there that I want to use rather than learning Lua alone and then needing to learn C++ again later. That will be a while - a couple weeks at least. I'll be in touch before I schedule any appointments though. I'll post here to check in with you before I schedule any sessions. Thanks!
  2. Do you teach coding for standard addition, Lua and C++? I may be interested in a few hours with that aspect of the engine. I have the Indie version now but plan to get standard version soon.
  3. Was just in a quick level I threw together with the basic CSG and FPS player prefab and weapon prefab and still having the issue. I'm curious of this is a persistent and pervasive problem or isolated? Who here is running 64 bit Windows 8 as I am?
  4. I don't have the standard version - yet - but I'm saving up for it and I hope to have it soon. By then, I should have the character model finished and animated so it may work out in that regard I will look into that option when I get it, and I also plan to regularly post updates on my progress. . Thanks!
  5. I have a character for my game - a playable character - that's a child carrying a balloon about that has buoyancy to it. Although I haven't tried to animate such an effect, I know that any such attempt would be futile: there are just far too many variations of behavior for such an object. I considered scraping it but it is an important factor to the game play; as the character evolves, he is able to use the balloon to glide further and uncovering more areas and is able to be lifted off to new areas and levels. He is able to use the balloon to maneuver about an enemy giving him an advantage over much larger and more powerful foes. Plus, it is a huge part of the story. I thinking the best way to go about it is to script the behavior but I'm not a coder so much as I'm an artist. The limit of my ability to code is 6502 assembly. Any suggestions? Is there an effect like this already in the game engine? Any likelihood of this being a part of the engine if it is not already? So far, I was able to find the following although it looks like greek to me: http://gamedev.stackexchange.com/questions/55152/calculating-buoyancy-force and this: https://software.intel.com/sites/default/files/m/8/2/5/2/8/7406-buoyancyarticle.pdf I probably could script the accurate physics but rather than taking up so much resources for such a simulation, especially since it is a constant throughout the game, I would instead like to fake as much as possible. Not sure how possible that it. Anyways, has anybody else explored this phenomena in Leadwerks?
  6. Excellent! I did a quick google and search but didn't find anything like this. very thorough coverage of what I needed. thanks!
  7. Just a question about creating collision models: Can the be made in Blender? If so, is their a particular naming convention the leadwerks exporter will except? Must the be convex? If so, may I have more than one and what would be the naming convention for additional models? Thanks!
  8. One and Two are excellent requests. I haven't worked much with character controls yet but if they are lacking as you suggest, those I would too back up. I have noticed two the most but performance optimizations are always good.
  9. Something I could use many times already is better texture controls in UI on individual solid geometry such as simple scaling and translation of assigned materials. It would allow for much more use of solid geometry provided by engine too, rather than making pieces outside the editor. Probably boost performance too, I would imagine. If I had that then cooler CSG creations tools would be great. Those are the major ones - all having to deal with CSG. After that, I would vote for just prettier graphics like the visual effects you mention, physics, and particles are always cool but more flare than actually necessary for good game play. Never mind the bit about texture mapping - found it. So, yes, more CSG option would be nice.
  10. I'm getting the same issue but it just started today. Was fine yesterday. It doesn't say it every time I fire but sometimes during fire. I hear sound and see flask. Sometimes it is even after the sound and flash finishes. Happens in both debug and run. Points me to the same place: line 230 in list...
  11. Driver is up-to-date. It hasn't reoccurred at all so I'm thinking it may have just been a fluke. Since restarting, it hasn't been an issue at all. Thanks all. Seems to all be well - except for the mouse deal but that's a separate issue, I'm sure. Thanks again! Both macklebee and aggror were able to confirm it must have been on my end. They got the files but could not recreate it even with my model so. Probably just something I did wrong.
  12. That was helpful to me as well. Seems to work well. thanks all!
  13. Sorry about that, but I was able to reupload to youtube with better success and made the changes in the OP
  14. For the sake of bandwidth, I kept it to only what is needed but if you need more, let me know. Here is the model folder with the house and material and texture files. Also here is the Map file and blender files and original texture. Edit*** Never mind, even that was too big to upload... I was able to send it through chat though. Seems the limt is a bit higher there. If anybody else requires the files, send me a chat and I'll send them over. thanks!
  15. Sorry, seems Youtube is taking its time processing that video. Here is the first instance it happened for those whom may have missed it. https://www.youtube.com/watch?v=pxQ98SDdk9A As I mentioned before, I have the full Indie version - no scripts - basic shader provided with engine - just the terrain, object, two lights.
  16. Thanks for the fast reply! In the scene is the house and terrain, one directional light, and a spot light. I made no additional scripts. the shader is a basic diffuse shader provided with the engine with the diffuse texture attached that is UVed with the house. I basically did the bare minimum because I just wanted to test how well it accepting custom assets so I just added those lights just for minimal lighting and the terrain to walk on and the the basic provided player prefab - no weapon attached. Please, let me know if I can provide anything else. If you need another video, let me know. I cannot promise I will be as quick to reply but I will do my best to get you anything you may need. Thanks again.
  17. While demonstrating the possible Custom Assets Duplicate bug in "play" and "play debug", I ran into this issue where upon hitting any other key on my mouse other than the basic left and right buttons or mouse-wheel, it would after some time of looking around and with an inability to use the WASD keys, start spinning wildly out of control. I was able to duplicate this bug by hitting any of the extra buttons on my Death Adder mouse and looking down or up to the extremes or by turning quickly enough. It would then lose the mouse by not constraining it to the center of the window yet still seemed to be tracking it, and then continually turn into the direction of the cursor resulting in the game spinning wildy in that direction. You'll notice I was even able to stop the spinning by centering the cursor. Here is a video and plea feel free to ask if I can do anything else. Thanks! http://youtu.be/aUlCdZIPU84
  18. Here I have added my own custom asset from Blender with a basic material and diffuse texture. It is a very basic house. In the beginning, you'll see only one instance of the object in the various editor view-ports; however, upon play testing, it will show up twice or even three times and although while in the general vicinity of one another, they are randomly scattered about each time in a different manner. Here is a video: https://www.youtube.com/watch?v=pxQ98SDdk9A You'll notice that upon demonstrating this possible bug, I possibly ran into another but will make a separate thread for that under "mouse grab bug." Thanks for your time and please let me know if this is perhaps a problem on my behalf so that I may correct it. If it is a bug, I just hope I can help in anyway I can and please feel free to ask me anything. If you require me to record anything else, just ask. thanks!
  19. Seems to be working now. Not sure what happened. Will post if I have the issue come up again.
  20. This may seem like a silly question but I was wondering how I would go about changing where a project looks for assets. For instance, I have started a new project with its own set of folders but my Assets tab only shows "MyGame" directory of folders. Is there a way to change this? I have the full Indie version.
  21. Hi, I just baught the full version and was having the same issue. I did not have the issue with the indie demo though. I only had the problem after buying the full indie version. I'm not sure if that helps you or not but I did use the recommendation for using the Desktop Icon and now it all seems to work fine so far. I'm in the engine at least. I will let you know if I encounter any more problems. Thanks!
  22. Thanks! Good to be here. I like the engine and I hope I'm able to learn enough to offer some contributions to its development and become of some use to the community as a whole.
  23. Hi, I was just wanting to suggest an easy to find and perhaps pinned topic area, perhaps in general discussion, where new members may introduce themselves and what they do and what brought them here. If you already have an area like this, please disregard, and perhaps point me to the right place where I may introduce myself properly.
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