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mdgunn

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Everything posted by mdgunn

  1. Thanks for the update. Anyone is free to add a post in the Suggestion Box.
  2. Ah right......it was a close thing really. I did kill all but 2, if I was at the end, ..a lift up? Unfortunately the 2 fire imp creatures followed me into the lift....I was sort of playing around with them. They killed me in the lift. Game-play wise....maybe better I lost like that than had an easy escape.
  3. Great effort. My poor aim led to me running out of ammo (near the end I think) . If I could punch, that might be an option.
  4. Had some trouble entering main maps (after note). Tried 1280x720 with vsync of and that helped a bit. Ultimately it crashed and before that would flicker to black occasionally. I have multi-monitor setup so it might have been an extra factor. Good game though. Quite a complete effort, with the music and effects. Good job.
  5. I suspect not. Didn't think format dealt with instances but not really speaking from a position of any significant knowledge. Why would you want to do this (I'm sure there are good reasons)? Are you trying to design the level in Max and not have to re-create in Leadwerks? If that is the aim how about putting nulls/empties (whatever max uses for the term) or maybe a bone if empties don't work. If you have a name you would later recognise in a script in Leadwerks you could locate these elements and place a mesh there (so gaining instancing from Leadwerks I think?). Alternatively maybe you need a script to run through the map elements in max and write out some data which you can then read in later in Leadwerks. E.g. you generate a lua script setting up a table with elements of position, type etc. for boxes etc and Leadwerks creates instances. Dunno what max is like but I would of thought this fairly simple to do in Blender (if you have a small amount of scripting knowledge - which I have only seen a little of but I think is probably not very difficult). Max must have some equivalent but if not you export the FBX from Max, import to Blender and run the script there. Maybe you need to give us a little more information on the WHY bit so we understand the overall goal?
  6. Python would be nice. I think it would have to be easy to integrate and low maintenance (if it locked in the core). If the generators you mention work out maybe it is.
  7. mdgunn

    Exit Zed

    Thanks for letting me know it is POSSIBLE to get to the end with no crash. Always nice to know!
  8. mdgunn

    Exit Zed

    Exit Zed is my submission for the Halloween 2017 tournament. Wasn't sure if this was the place to post it but some others seem to have. Get it here: https://drive.google.com/open?id=0B2jpIzs3rRC2SUs3eHZoRThIY3M My main aims was to brush up on a workflow for generating levels and generating my own meshes in Blender. Making a fun game was sort of secondary, sorry. The game design I wanted kept changing and what is in here is not at all what I wanted but just what I had to drop in at the last minute. Standard FPS fare, shoot stuff and run mostly. You should be able to get to the end but I've yet to put a 'nice' end in place and the game will probably quit out. You should know that you reach the last exit though. The zombies may seem a bit bugged and get back up on you. This was going to be the intention though in it's current state it probably seems more like a bug. Standard FPS controls. Torch may be useful in some cases - it won't run out either! Exe is called escape zed, not sure at what point I changed my mind but I hadn't updated the project to reflect the name change. I'll probably change it again but for now I'll go with Exit Zed as the official title. Gun sounds need to be toned down a lot so apologies for that. EDIT: Just checked the build again. Seemed to play to end fine before but possible crash a few maps in. Will need to check again later tomorrow. EDIT2: Tried it again, didn't crash. See how you get on. EDIT3: A few more shots from development.
  9. If you're thinking about releasing a game you should also check out https://itch.io/
  10. Very nice. Good work.
  11. Problem map is still a problem for me but in a new fresh project I haven't reproduced in recent tests. I was pretty sure I'd reproduced in 2 different clean projects previously. As a reminder the unusual elements here are:- 1. This is happening for CSG steps (though I originally hit the problem with meshes so it may be both) 2. If I rotate the problems steps back to the north south position they seem fine. Maybe Josh has a way of better understanding what is up with the steps. This kinda threw me of my stride for the game competition but I hope to get back into things and plan to build some more maps so I have a chance to run into it again over the next few weeks. I'll report back if it comes up again. Cheers guys
  12. Pretty sure everything was as close to neutral as possible. I thought that I did the map from scratch in an FPS template but it's possible I moved the problem map into the FPS template I suppose. The player controller is the default prefab with no modifications to the script. I will try again with another FPS template 100% from scratch to makes sure things are a clean as possible.
  13. Thanks for the info. I had wondered if it was a mesh issue which is why in my example I re-did the steps just as CSG. Could be that it's still something with how CSG gets converted to mesh, but if it is then that sounds like a bug. I'll do a few more tests.
  14. Interesting.... So just to be clear, you are saying you tried my map and saw the problem in that specific map even with steps 10cm high? But are you saying you made your own map and didn't see the problem even on steps rotated (or constructed) in east/west direction? Also if you didn't see it maybe try steps that run east-west but are not at ground (zero) level. I forget if it was a factor but I remember I first noticed it when I had steps up on a higher level. I usually use pivots attached to CSG steps so I can move and rotate all at once. Could also be a factor if trying to reproduce isn't seeing the same results.. ...thanks for looking into it.
  15. Out of interest. would you go the invisible ramp route? sounds like you may have not needed to do this, so maybe you do different game types where it isn't an issue?
  16. Yeah I mention this in the workaround, but thanks for stating this as I AM interested to know if working around this is wide-spread.: Should we really need to work around it, or is everyone working round something that everyone would hope worked without the need to work around it? My concern is that for this simplistic situation should the physics (or engine) behave with this variance (north-south vs east-west)? In this case a bit or geometry running north-south is fine till you turn it west-east. No problem one way, then BOOM problem. A 16 high step is the sort of scenario where I think it would be fair to expect this issue not to occur. This step size is the officially recommend size so if it has problems best not recommend it. I think other sizes may have been OK actually. Even if bigger. However, as I think Josh probably concluded when making his recommendations 16x24 generally works out quite well. Particularly if building for modular layouts.
  17. When climbing small stairs (only 24 deep x 16 high)running in EAST-WEST direction (if looking in top view) - EAST/WEST IS IMPORTANT! You may often get snagged on a teeny tiny step. Needless to say this is a disaster if you're being chased by a monster/enemy so in my opinion this is a major problem. Baffled as to why I've not heard it mentioned so maybe I'm doing something silly but seems straightforward to encounter to me. Maybe someone else can test and see if results vary? The same steps (copy paste) in a north south direction never seem to snag. Seems to be some physics bug. Affects both meshes and CSG. I think it may get worse if mesh is more complex, i.e. more triangles per step and you simply use polymesh for physics mesh calculation. WORKAROUND: Use alternate CSG ramp (material invisible) or collision mesh with ramp for physics collision. Ramp means there's nothing to bump into but stairs now feel like ramps. I can't remember for sure but it may be more obvious if steps are elevated (so you aren't on 0 plane - may be a false assumption). Test map. Use with default FPS template. east-west-step-physics-issue.map https://www.youtube.com/watch?v=u6VeumVppQE&feature=youtu.be
  18. Am I right in thinking Curl itself is not accessible from Lua (used via analytics so tied game GameAnalytics.com). C++ only? ..at least if you want to remain in Lua sandbox??
  19. OK thanks I try to search that out.
  20. If you tried this on a mechanical disk and also a SSD would the results vary a lot do you think? I think the SSD may load before 100% complete or the mechanical may say 100% for some time I think. I suppose you could first do a quick estimate of I/O speed by reading a small test file in and then adjusting the timer accordingly to better guess when 100% might hit. Maybe with a larger map you might want something more like a spinner where you are not saying how much is loaded but rather that loading is taking place? Neat example. Never tried co-routines but they seem like a nice easy way to get a simple loading screen going. Thanks!
  21. Thanks for the info. Been looking a little more seriously at C++ in Leadwerks. The v5 stuff sounds great, potentially simplifying things a bit for beginners which is certainly attractive.
  22. Try removing the existing Leadwerks.cfg file (take a backup first if you want). <USER_FOLDER>\Documents\Leadwerks You'll lose your history of projects but there is quite a good chance this will sort it out. To get back your old projects you can import them again. You don't need to do a blank project and put stuff back in, the import button will read in your existing project file.
  23. Yeah, nice procedural wood. Good work man!
  24. Sounds kinda familiar from quite some time back....maybe try deleting your leadwerks.cfg file from your %APPDATA%. Good chance you already did this though right?
  25. Yeah, I can get the actor class working fine. The issue for me isn't that that they don't work. The issue is that the tutorial explicitly says there should be an implementation of the Actor class MyActor (extended from Actor) but there isn't one. This isn't a code problem bug report but a web site tutorial bug report. The text on the website should be corrected so it is accurate. Either it should not say a MyActor class is created or the starter source should contain it. If it is changed to not mention the MyActor class then I think we sorely need a nice non-trivial example of a C++ project to go with an extended tutorial. Preferably one that retains most of what people get in Lua. E.g. working menus, illustration of how to manage some simple entities and pass data back and forth from lua to c++. Yeah there is some forum data on this but I think it would be preferable to have a decent official example where a number of points can be brought together into a single place of maintained sample code (rather than potentially eventually non-working or misleading forum post from 2014 or something). Anyway the original point was that there is an error in the web site tutorial but I feel there is more to this issue than that.
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