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Jazz

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Everything posted by Jazz

  1. In FPSPlayer.lua collision function change or remove the following: if speed>20 then self:Hurt(100) end
  2. Glad you made it! More levels and things will be added.
  3. Thank you. That is a good idea as some people are having trouble with getting distance with gliding (and dying a lot). I could move level 1 to 2 and make level 1 a tutorial. Games can't improve without feedback.
  4. Thanks! I had planned on making level(s) where all you do is fly around shooting things. Level design is something I need practice with though.
  5. I'm wondering if it's an issue with certain pc's. I've tested it from 2Ghz to 4.3Ghz with AMD and at 3.5Ghz with nVidia with vsync on and off. I had no problems but it is possible there's something else going on there. Hmm, they're both running Windows 7 and I have no Windows 10 to test it on. I'll look into it.
  6. You get more distance when you hit glide going up with the jump before you reach max height.
  7. I wonder how many people made it to level 2. Also, each level has 2 extra life lamps.
  8. The old files were moved to Google drive. Try here: https://drive.google.com/drive/folders/0BxLsUYPSspxcfk9LTzllZGpacjV6WWtDelJnVGxwRU9lRDQzNUtSWHE0N2ZCc0Z2SVNQcnM
  9. Went to release version and back to beta. It works in beta now. I know I had the latest update before as the lw exe was last modified 15/8 at the time. Anyway, solved.
  10. Crashes with a black screen for me. The log shows no errors.
  11. Double-click the tex file and choose Properties>compression>uncompressed.
  12. Still does not build a navmesh for CSG, only terrain. Same as related post. http://www.leadwerks.com/werkspace/topic/14945-beta-branch-nav-mesh-doesnt-build/#entry101227
  13. I believe he used the beta to make the map.
  14. Another temporary option is to use up/down arrow keys for the user to cycle through them.
  15. I always use the last mode in the list without issues, but usually add a menu to change resolutions for those with slower cards/PCs/preferences. edit: I haven't tested on Linux yet.
  16. In the crawler's appearance tab change the view range to near, medium or far.
  17. Menu item Create>Compound>Torus. There's also arch and tube. I'm using the beta though so I don't know if it's in the release version.
  18. Have you tried exporting to fbx? I never use the LW exporter.
  19. Thanks Megalocerous! Any feedback from anyone who's tried it is appreciated. Some info I'll throw out there... I didn't spend much time on level design. Most time was spent on core gameplay. Gliding was the hardest part because it doesn't use physics. I made all the (terrible) dragon animations and re-skinned him lol. Made some textures including the stone wall one in the title screen. The brown stone texture on the platforms was my first ever hand painted texture using my drawing tablet (and it shows). Modeled the gems, spawn point crystal, platforms, all the rocks, the trees (and made the textures) and wall around the town. Depending on feedback I may make more levels. Well that's a quick rundown. I still play it through for fun. When I had the GUI in I asked my son to test just the GUI. He played the whole game through for fun, again. He's my tester.
  20. Would be nice to show the upload progress when publishing to the workshop, especially with a slow upload speed...
  21. Little Dagon the dragon must collect all the gems. Run into or shoot chests to smash 'em! Glide from one place to another! Shoot fireballs from your mouth! http://www.leadwerks.com/werkspace/page/viewitem?fileid=735476592
  22. I assumed that's why it just exits when run in the launcher. I am using the beta with your gui.
  23. I'm getting 2 errors of 'Asset map value is different' in debug mode. This prevents it from running in the launcher. Stand-alone and normal mode run fine. What does it mean exactly and is there a fix?
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