Jazz
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Posts posted by Jazz
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Latest updates:
Update: 12 Jan
Added: Title Screen and music
Added: Menu
-resolution
-music volume
-restart level
-exit to title screen
Added: Level loading screen
Fixed: Ball doesn't wobble after you throw it
Changed: Increased blast force
Changed: Levels and textures
Update: 10 Jan
Added: Sticky Bomb
Added: Destructible blocks
Fixed: Ball collision sound crash bug
Fixed: Some sounds not stopping after level load
Update: 8 Jan
Fixed: timing and mouse issues with vsync off
Added: music to level1
http://www.leadwerks.com/werkspace/page/viewitem?fileid=833784148
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I never got it to work decently without modifying button.lua. Haven't used it for a long time but here's an old modified button.lua script.
Script.pushed=false Script.hovered=false function Script:Draw(x,y,width,height) --System:Print("Paint Button") local gui = self.widget:GetGUI() local pos = self.widget:GetPosition(true) local sz = self.widget:GetSize(true) local scale = gui:GetScale() gui:SetColor(1,1,1,1) if self.pushed then gui:SetColor(0.2,0.2,0.2) else if self.hovered then gui:SetColor(0.3,0.3,0.3) else gui:SetColor(0.25,0.25,0.25) gui:SetColor(0.15,0.15,0.15,1.0,1) end end -- gui:SetGradientMode(true) -- gui:DrawRect(pos.x,pos.y,sz.width,sz.height,0,scale*3) gui:DrawRect(pos.x,pos.y,sz.width,sz.height,0,0) -- gui:SetGradientMode(false) if self.pushed then gui:SetColor(0.0,0.0,0.0) else gui:SetColor(0.75,0.75,0.75) end --gui:DrawLine(pos.x,pos.y,pos.x+sz.width,pos.y) --gui:DrawLine(pos.x,pos.y,pos.x,pos.y+sz.height) if self.pushed then gui:SetColor(0.75,0.75,0.75) else gui:SetColor(0.0,0.0,0.0) end --gui:DrawLine(pos.x+1,pos.y+sz.height-1,pos.x+sz.width-1,pos.y+sz.height-1) --gui:DrawLine(pos.x+sz.width-1,pos.y+1,pos.x+sz.width-1,pos.y+sz.height) if self.hovered then gui:SetColor(51/255/4,151/255/4,1/4) else gui:SetColor(0,0,0) end -- gui:DrawRect(pos.x,pos.y,sz.width,sz.height,1,scale*3) gui:DrawRect(pos.x,pos.y,sz.width,sz.height,1,0) local text = self.widget:GetText() if text~="" then gui:SetColor(0.0,0.0,0.0) if self.pushed then --gui:DrawText(text,pos.x+scale+scale,pos.y+scale+scale,sz.width,sz.height,Text.Center+Text.VCenter) else gui:DrawText(text,pos.x+scale,pos.y+scale,sz.width,sz.height,Text.Center+Text.VCenter) end gui:SetColor(0.75,0.75,0.75) if self.pushed then gui:DrawText(text,pos.x+scale,pos.y+scale,sz.width,sz.height,Text.Center+Text.VCenter) else gui:DrawText(text,pos.x,pos.y,sz.width,sz.height,Text.Center+Text.VCenter) end end end function Script:MouseEnter(x,y) self.hovered = true self.widget:Redraw() end function Script:MouseLeave(x,y) self.hovered = false self.widget:Redraw() end function Script:MouseMove(x,y) --System:Print("MouseMove") end function Script:MouseDown(button,x,y) --System:Print("MouseDown") self.pushed=true self.widget:Redraw() end function Script:MouseUp(button,x,y) --System:Print("MouseUp") local gui = self.widget:GetGUI() self.pushed=false if self.hovered then EventQueue:Emit(Event.WidgetAction,self.widget) end self.widget:Redraw() end function Script:KeyDown(button,x,y) --System:Print("KeyDown") end function Script:KeyUp(button,x,y) --System:Print("KeyUp") end
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Objects with swept collision enabled collide with every collision type. I need to get my ball through hidden models. I'm using the beta version.
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It may be stuck in attack mode calling the animation constantly. One-shot animations should only be called once. Adding System:Print("end animation") in your EndAttack function will show in the output window if it's getting called. You can try this script on the crawler prefab and see if it helps in any way.
Script.mode = "idle" function Script:UpdateWorld() if window:MouseHit(2) then --play crawler attack animation self.mode = "attack" end if self.mode == "attack" then self.mode = "Waiting for animation to stop" self.entity:StopAnimation() self.entity:PlayAnimation("Attack2",0.009,10,1,"EndHit") elseif self.mode == "idle" then self.entity:PlayAnimation("Idle",0.02) end end function Script:EndHit() self.mode = "idle" end function Script:PostRender() context:SetBlendMode(Blend.Alpha) context:SetColor(1,1,1,1) context:DrawText("Mode: "..self.mode, 400, 200) context:SetBlendMode(Blend.Solid) end
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Mine's identical to Einlander's. Is this a multi-monitor thing?
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Looks right to me. All I can suggest is playing with the animation speed (0.03) or using the new animation commands, PlayAnimation and StopAnimation.
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That is a very cool game man! I'm on my laptop so it's harder to play with the mouse pad so I stopped at the moving platform in level 2 but very cool concept there!
Thanks. Yeah I always think of people with laptops but I don't think I could make it any easier in this case.
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Now on Leadwerks Game Launcher
http://www.leadwerks.com/werkspace/page/viewitem?fileid=833784148
Edit: Oh and yes Rick he's named after you.
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Long shot but I wonder if it's related to this bug Josh couldn't replicate:
"In the...appearance tab change the view range to near, medium or far." and not Max
"It only applies to point and spot lights, not directional."
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I see. Hopefully Josh will add it to the engine. Good work!
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Macklebee the guru That is good to know but in my experience usually some of the start/end animation frames they list are incorrect and you have to do it manually anyway.
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Doesn't it just import the animations from another model?
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I am currently experiencing this problem. I can disable swept collision and have the object randomly fall through the floor or enable it and have it bounce off the triggers.
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Yep, my current project uses only 1 looped song because of this and it's 27MB (3.6MB OGG) for 2:39 minutes.
Music in Little Dagon is 157MB but converted to OGG is 22.5MB.
/me pokes Josh, twice, in the forehead
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After resetting the code to 0 then clicking another button, it tries to release 4 prefabs instead of 1 and crashes trying to release #2 prefab. See if this fixes it in MakeNums:
After this line
local Ccode = tostring(num)
add
if num == 0 then Ccode = "0000" end
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Uninstalled the launcher
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So screen shots will be uploaded to the launcher...
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When you run a standalone version of a project in the beta version Steam says Leadwerks Game Launcher is running. Just run the .exe from your project folder.
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There are editors that do that as well as align the object to the normals as you move it around while holding a key down.
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Just checked some games. Half-Life, Team Fortress 2, Far Cry 3, 7 Days to Die, Borderlands 2 all shoot dead on the reticle even up close... I'd check more but I just end up playing them.
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I can try! Ok understood. You may delete this thread.
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Copy the statue.fbx file to LeadWerks, then copy everything from the directory statue.fbm to the directory the statue.mdl is in. It will automatically add the textures to the material file. Also if you open the normals texture in the texture editor you have to select "Normal map." LeadWerks only imports it as a normal map if you have _dot3 in the filename, like "statue_bump_dot3.png." If your icons are still black after that just open them and click save.
I hope Josh changes the import to search for a "model.fbm" directory for the material editor to pull the textures from.
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Mouse and multiple monitors
in General Discussion
Posted
Is there a command to lock the cursor to the monitor the game is on? When you accidentally click on another screen it minimizes the game.