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burgelkat

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Posts posted by burgelkat

  1. 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 :)

    post-13719-0-00648600-1489433434_thumb.jpg

    • Upvote 1
  2. 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

    • Upvote 2
  3. 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.smile.png I hope everything works when uploading.On this map I will add a few little things. But it will only be optical matters.

  4. 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

    post-13719-0-35692400-1484988195_thumb.png

    post-13719-0-42248700-1484988219_thumb.png

  5. So 3 out of 10 maps are ready. It was quite nerve-racking smile.png . 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 biggrin.png but somehow he did not want to take tree trunks. There I have something to think about.

     

    Have fun.

  6. 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

    http://soundimage.org/

     

    Feedback is welcome

     

    Have fun

     

    greetings

     

    Burgelkat

    • Upvote 4
  7. 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. happy.png

     

    have fun

  8. 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 biggrin.png

     

    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

    • Upvote 2
  9. 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
    

    post-13719-0-40327700-1476808310_thumb.jpg

  10. Hello,

     

    The Garden V0.8 (Game Launcher)

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=777488505

     

    It´s not a Game smile.png

     

    You're stressed? You have no garden to relax? You have no time to get out wink.png ...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

    post-13719-0-96021500-1476007467_thumb.jpg

    • Upvote 5
  11. 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. happy.png i like this scene. like in the real nature i can looking into a fire or waterfall for hours biggrin.png

     

    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:

    post-13719-0-39304100-1475419311_thumb.jpg

    post-13719-0-71962200-1475500942_thumb.jpg

    • Upvote 2
  12. 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

  13. 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
    

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