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Posts posted by burgelkat
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The Motel Map is now ready.
Only small things at the interior should be changed. Thanks to Macklebee and AggrorJorn for their help and patience. Next comes a small map with the motel room.
It's small little tricky, if your tablet is wearing to see the mouse pointer, but it works.
Next will be a Motel Room Map
I would be glad about a feedback.
have fun
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Here is a small update with another map. I am extremely enthusiastic about this. I hope you like it just as well. I find the mood incredibly good. I do not want to have a screenshot, because simply let the map work on you. I hope everything works when uploading.On this map I will add a few little things. But it will only be optical matters.
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no, i tested it with no post effect too. The same effect then
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Hallo,
i have a question to this :
If i put my rain.Script to PostEffect (under Root) then it looks good.
but if i use a trigger to aktivate the Posteffect, then it looks like the second Picture
I put this in my player Script to activate the rain:
function Script:Change()--in self.camera:AddPostEffect("Shaders/PostEffects/Rain.shader") end
can someone explain me what i do wrong?
thanks
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nice looking. I find it great as the rabbit moves. i look forward to see more
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So 3 out of 10 maps are ready. It was quite nerve-racking . But in the end, I got my old man to do what he was supposed to do. And yes, it's just an NPC with one script. Actually, I wanted to let the old man help you but somehow he did not want to take tree trunks. There I have something to think about.
Have fun.
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Hallo,
Since I hang something with my other project Mortifer, I have tried something different.
Now whether that's what I've created for a WinterTournament is enough, no clue. But I hope you have fun.
So far, there are only two maps at the moment. But there will be more. In total there are 10 maps with different scenarios, effects etc.
http://www.leadwerks.com/werkspace/page/viewitem?fileid=837157451
Models are from
cgtrader
tf3dm or turbosquid and fuse.
The music is by Eric Matyas
Feedback is welcome
Have fun
greetings
Burgelkat
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The Garden V0.8.2 (Game Launcher)
Day-Theme i try to implement butterflys
for Night-Theme use the sword.
Three hidden little eye-pairs watch your way at night.
have fun
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This would be very helpful if it were in the editor
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Well, it's done. Act 2 is almost finished. Act 2 can be played to the end (check the game launcher). I am glad that many of my ideas have been able to implement.
When I look at the timeline in which I work in Leadwerks, this shows with 1629 hours. It must surely be removed a few hours, which I have spent in the idle.
If I look at the flowgraph, then I have to work even more structured in Act 3. The same is true for the scene tree. But I'm glad to be finished with Act 2 so far.
And again I learned a lot while I created Act 2.
There are certainly many more interesting creations. But it is my own and I am a little proud of myself to have come so far. Even if I complain a lot about myself, if I do not understand something again in LUA
I hope you have fun with Act 2. Thank you to all who have tried me a little to help. There is still much to improve in Act 1 and 2. But that must wait until I have finished so far times all 3 files playable. Also a more beautiful UI is planned. When I look at so many other creations, I am almost envious
I hope the upload has worked. I can test it first when the download is finished. The standalone version works quite well. The FPS number is ok on my R9 290. I get frames between 30 and 70.
I would also appreciate a feedback.
greetings
wolfgang
Edit: thats a short video about my thunder (sprites are very usefull)
https://www.dropbox.com/s/j77vddtgfr4sy2m/Mortifer%202016-11-01%2015-32-04-93.avi?dl=0
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My new helicopter flight path in a test map . It will be an event in the Project Mortifer.
The Flightpath is now smooth
https://www.dropbox.com/s/zgxm9az2uk3cr9u/TestScripts%202016-10-18%2022-19-05-61.avi?dl=0
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it looks that i have to change the model direction .... it is wrong
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Hallo,
i need help with a script. Base is the platform lua. I use it with a helicopter. The Helicopter should flight the path and always change the rotation to the next target. the flight path function. (not yet smooth but this later on , at this time i dont know how to start, so that have to wait)
Now the helicopter flight the pass, look at the next target... but the helicopter turns themself 180 degrees. so it looks he flight back
what i do wrong?
i hope someone can help me
this is the code
Script.enabled = true --bool "Enabled" Script.speed = 10 --float "Speed" Script.target = "" --entity "Target waypoint" Script.originPosition = nil Script.targetPosition = nil Script.currentPosition = nil Script.currentRotation = nil Script.moving = nil Script.oldMass = nil Script.pointtarget = nil--entity "Point target at" function Script:Start() self.oldMass = self.entity:GetMass() if self.enabled then if self.entity:GetMass()==0 then Debug:Error("Entity mass must be greater than zero.") end else self.entity:SetMass(0) end self.entity:SetGravityMode(false) self.entity:SetCollisionType(Collision.Scene) if self.target == nil then Debug:Error("No target assigned") end self:SetTarget(self.target) end function Script:SetTarget(newTarget) self.currentPosition = self.entity:GetPosition() self.originPosition = self.entity:GetPosition() self.targetPosition = newTarget:GetPosition() if self.pointtarget ~= nil then self.entity:Point(self.pointtarget) else self.target:GetRotation(nextStepRot.x, nextStepRot.y, nextStepRot.z, true) end self.distance = self.originPosition:DistanceToPoint(self.targetPosition) self.target = newTarget local pos = self.entity:GetPosition(true) local targetpos = self.target:GetPosition(true) local pin = pos - targetpos self.distance = pin:Length() pin = pin:Normalize() if self.joint then self.joint:DisableMotor() self.joint:Release() end self.joint=Joint:Slider(targetpos.x,targetpos.y,targetpos.z,pin.x,pin.y,pin.z,self.entity,nil) self.joint:EnableMotor() self.joint:SetMotorSpeed(self.speed) self.joint:SetAngle(-self.distance) end function Script:UpdatePhysics() if self.enabled then --Calculate movement local currentpos = self.entity:GetPosition(true) local targetpos = self.target:GetPosition(true) local d = currentpos:DistanceToPoint(targetpos) if d<0.1 then --When the target has been reached --self.entity:PhysicsSetPosition(self.targetPosition.x, self.targetPosition.y, self.targetPosition.z) --self.enabled = false self.component:CallOutputs("WaypointReached") --Check if the target that we have reached also has a target, which is then our new target/waypoint if self.target.script.target ~= nil then self:SetTarget(self.target.script.target) end end end end ----------------------------------------------------------------------------------- function Script:Enable()--in self.enabled = true self.entity:SetMass(self.oldMass) -- this line was missing [einlander] self.entity:AddForce(0,0.001,0) -- give it a tiny push to get it moving [einlander] end function Script:Disable()--in self.enabled = false self.entity:SetMass(0) end
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Hello,
The Garden V0.8 (Game Launcher)
http://steamcommunity.com/sharedfiles/filedetails/?id=777488505
It´s not a Game
You're stressed? You have no garden to relax? You have no time to get out ...Well, then take the chance and make a little walk.
Have fun!
I have fun to build this
Minor updates regarding optics will surely come also a chance to toggle to night
Feedback is appreciated and welcome
Greetings
Wolfgang
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Ok, how I did this.
1. I made a sprite sheet 6x6 Images ( if you have 36 different images they simulate the flow)
there are two good programs search for texturepacker, or spritesheetpacker
pay attention that the sprites have all the same position in the spritesheet. Only then it function
2. Use the plane from Fire pit (thanks to shadmar at this point)
and the sprite-sheet shader in the material. change the images numbers in the shader.
I see no fps losses. so you can use a lots of it to make a really nice looking scene. Look how the water flows. i like this scene. like in the real nature i can looking into a fire or waterfall for hours
https://www.dropbox.com/s/umi4dm9fj87san1/Mortifer%202016-10-02%2014-50-47-42.avi?dl=0
https://www.dropbox.com/s/9d3a4tld93ojnoi/Mortifer%202016-10-02%2014-31-22-78.avi?dl=0
only one question i have: What is if i have a sprite sheet with 6x4. is there a chance to change the script that this sprite sheet can run ? (Edit: solved, thanks to macklebee)
this is my end looking:
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My first Waterfall
and here a small video
https://www.dropbox.com/s/toc3ur3lc9h0siv/Mortifer%202016-10-01%2014-35-22-87.avi?dl=0
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I tried to work a little on the perfomance . I think it has become a little better . Moreover, worked on Akt2 on. The stay in the fishing village is close to completion . Then it's on to the military complex .
Feel free to give me konstruktive feedback . I would be happy about that.
Greetings Burgelkat
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Hi,
after the Update with the betabuild i get now this error ?
self.curResolution = Vec2(FG_window:GetWidth(), FG_window:GetHeight())
"fg_manager.lua" : 45 : attempt to call method 'GetWidth' (a nil value)"
I haven't had a problem before the update. Is there something i have to change?
Script.curResolution = Vec2(0,0) Script.scalar = Vec2(0,0) Script.engineFont = nil FG_window = nil FG_context = nil FG_LDown = false FG_LHit = false FG_DRAGITEMSLOT = nil FG_activeDropdown = nil FG_guiElements = {} FG_Types = { button = 1, label = 2, checkbox = 3, slider = 4, panel = 5, radio = 6, textbox = 7, dropdown = 8, image = 9, itemslot = 10, panel = 11, arealabel = 12 } FG_Layer = { background = 3, default = 10, front = 20 } function Script:Start() if FG_loadedTexts == nil then FG_loadedTexts = {} end FG_window = Window:GetCurrent() FG_context = Context:GetCurrent() self.engineFont = FG_context:GetFont() self.curResolution = Vec2(FG_window:GetWidth(), FG_window:GetHeight()) self:CalculateScalar() end function Script:GetResolution() return self.curResolution end function Script:SetResolution(res, changeScreenResolution) if changeScreenResolution then FG_window:SetLayout(0,0,res.x, res.y) end self.curResolution = Vec2(res.x, res.y) self:CalculateScalar() self:ApplyScalarToElements() end function Script:CalculateScalar() self.scalar = Vec2(self.curResolution.x / 1920, self.curResolution.y / 1080) end function Script:ApplyScalarToElements() for key, guiElement in pairs(FG_guiElements) do if guiElement:GetResolutionScaling()then guiElement:ApplyScalar(self.scalar) end end end function Script:AddElement(guiElement) local newLayer = guiElement:GetLayer() local guiCount = 0 for _ in pairs(FG_guiElements) do guiCount = guiCount + 1 end if guiCount > 0 then for i = 1, guiCount do if newLayer < FG_guiElements[i]:GetLayer() then table.insert(FG_guiElements, i, guiElement) break end if i == guiCount then table.insert(FG_guiElements, guiElement) end end else table.insert(FG_guiElements, guiElement) end end function Script:RemoveElement(guiElement) for i = 1, #FG_guiElements do if FG_guiElements[i] == guiElement then FG_guiElements[i]:Release() table.remove(FG_guiElements, i) break end end end function GetGuiElements(guiType) local elementsOfType = {} for key, guiElement in pairs(FG_guiElements) do if guiElement.type == guiType then table.insert(elementsOfType, guiElement) end --look through the panel items if guiElement.type == FG_Types.panel then for key, panelGUIElement in pairs(guiElement.children) do if panelGUIElement.type == guiType then table.insert(elementsOfType, panelGUIElement) end end end end return elementsOfType end function Script:UpdateWorld() FG_LDown = false FG_LHit = false if FG_window:MouseHit(1) then FG_LHit = true end if FG_window:MouseDown(1) then FG_LDown = true end for key, guiElement in pairs(FG_guiElements) do if guiElement.enabled then guiElement:Update() end end --You can incomment these code lines for quick testing of resolution swapping --SetLayout will change the window but not the guielements --SetResolution will change the window and the guielements if FG_window:KeyHit(Key.Q) then --FG_window:SetLayout(0,0,1920, 1080); self:SetResolution(Vec2(1920, 1080)) elseif FG_window:KeyHit(Key.E) then --FG_window:SetLayout(0,0,1440, 900); self:SetResolution(Vec2(1440, 900)) end end function Script:PostRender(context) for key, guiElement in ipairs(FG_guiElements) do if guiElement.enabled then guiElement:Draw() end end FG_context:SetFont(self.engineFont) end function Script:HideGroup(group) for key, guiElement in pairs(FG_guiElements) do if guiElement.group == group then guiElement.enabled = false end end end function Script:ShowGroup(group) for key, guiElement in pairs(FG_guiElements) do if guiElement.group == group then guiElement.enabled = true end end end function Script:Detach() for key, guiElement in ipairs(FG_guiElements) do guiElement:Release() end end
A long Journey
in Showcase
Posted
Well, the motel room as well as the Desert-dream is done so far. Just a few changes and the dream come to an end. I hope you have fun. The Desert-Dream is with more action and some intersections.
Also I tried to integrate a few tips from Macklebee and AggrorJorn. Thanks a lot for this tips.
Feedback as always is very welcome.
Edit: it seems there is a sound-bug in the Desert Map. If i walk then i hear shooting-sound. I have to search where the mistake is