Jazz
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Posts posted by Jazz
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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.
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Would be nice to show the upload progress when publishing to the workshop, especially with a slow upload speed...
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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
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What does this have to do with the game launcher?
I assumed that's why it just exits when run in the launcher. I am using the beta with your gui.
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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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Rounded buttons and the gradient don't work for me. Tried blank project, marble project, and my latest project.
Code used:
gui = GUI:Create(context)
gui:GetBase():SetScript("Scripts/GUI/Panel.lua")
local buttonPlay = Widget:Create(100,200,200,90,gui:GetBase())
buttonPlay:SetScript("Scripts/GUI/Button.lua")
buttonPlay:SetText("Play")
local buttonQuit = Widget:Create(100,300,200,90,gui:GetBase())
buttonQuit:SetScript("Scripts/GUI/Button.lua")
buttonQuit:SetText("Quit")
In Button.lua rounded rectangles only draw a few pixels in the top
left of the button. I had to change the command to the following to
get a rectangle. The gradient doesn't show in either case.
gui:DrawRect(pos.x,pos.y,sz.width,sz.height,0,scale*3)
to
gui:DrawRect(pos.x,pos.y,sz.width,sz.height,0,0)
gui:DrawRect(pos.x,pos.y,sz.width,sz.height,1,scale*3)
to
gui:DrawRect(pos.x,pos.y,sz.width,sz.height,1,0)
First pic is stock script and second is same but after hovering over the Play button. Notice the pixels top left of each word. Third and fourth are after the above change. The font only changes size in my project but I don't set the scale in any of my scripts... am I doing something wrong?
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The else for key A was always being called when key D was down.
Simple fix:
if window:KeyDown(Key.D) then self.playerangle = -90.0 self.ismoving = true move = move - self.movespeed elseif window:KeyDown(Key.A) then self.playerangle = 90.0 self.ismoving = true move = move - self.movespeed else self.ismoving = false end
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I just ran into this yesterday with a cave model. What worked was in the model editor I chose Tools>Collapse.
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Thank you so much Rick! I've been using luajit for enet with my own compiled dll and it is not fun.
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Josh since enet is already built-in can't you just expose it to LUA or am I missing something?
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OK. Home from work. How did you split the window?
I made that up in Photoshop as a suggestion. I apologize for getting your hopes up.
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Sorry it isn't. I made that up in Photoshop as a suggestion.
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This was brought up before and my suggestion was to toggle splitting the scene list in two and drag between them.
http://www.leadwerks.com/werkspace/topic/13144-menu-for-parent-unparent/#entry93762
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When I try that, the text doesn't show up at all.
Shows fine for me in white text. Maybe you need to set the color first.
context:SetColor(1,0,0,1)
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Set it to alpha first then back to solid after:
context:SetBlendMode(Blend.Alpha)
local font = Font:Load("Fonts/arial.ttf", 48)
context:SetFont(font)
context:DrawText("YOU WIN!", context:GetWidth()/2, context:GetHeight()/2)
context:SetBlendMode(Blend.Solid)
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if script.heartFlatlining == true then
It is declared with Script.heartFlatlining so you access it with self.heartFlatlining within the same script.
if self.heartFlatlining == true then
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Is it following the pivot's local rotation instead of global? GetRotation(true)
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System:Print("x:"..tostring(self.Pivot:GetRotation().x) .."y:"..tostring(self.Pivot:GetRotation().y), "z:"..tostring(self.Pivot:GetRotation().z) )
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Shouldn't that be self.Pivot:GetRotation() ?
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Played a bit more with ragdolls.
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Last used LW a month ago and was fine, now I'm having this problem as well..
Also running any project from the editor runs at 10 - 25 fps but get full 60 fps when published as stand alone.
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Last 2 times I had this issue a reboot fixed it.
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You have many good ideas Brutile.
Blender & Leadwerks
in Game Artwork
Posted
Have you tried exporting to fbx? I never use the LW exporter.