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Jazz

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Posts posted by Jazz

  1. 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. smile.png

  2. 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?

    post-12583-0-69775900-1469643558_thumb.png

    post-12583-0-31090800-1469643584_thumb.png

    post-12583-0-85635200-1469643600_thumb.png

    post-12583-0-63861000-1469643606_thumb.png

  3. 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
    

  4. 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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