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lxFirebal69xl

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Everything posted by lxFirebal69xl

  1. The first part is basically taken care of, but my problem is, I've never messed around with anything to do with files, so I don't even know where to start.
  2. Oh I see, well I would like to know how to fix this as well.
  3. How did you manage to get the decal on a single "face"? Whenever I create a decal I have it on all the cube's faces which is annoying and not really what I want.
  4. Alright so let me explain myself a bit here, you know how in games you have those options that define how much gamma there is and whatnot? I was wondering how to do that and how to keep it persistent through all the levels the user has created. An example of this would be to manipulate say the Bloom shader, by having an option to toggle it on or off an keep it saved. I'm not asking anyone to code anything for me, but instead to guide me in the right direction.
  5. Here are a few things I noticed while trying to publish a demo using Lex. 1) The standalone version has a problem with the "Materials" folder inside the data.zip, trying to launch the game without having the "Materials" folder from leadwerks in the game's directory makes it crash on start up. 2) Something is off with the loading of the maps, in the editor I could load a map just fine but if the game is published as soon as the "Changemap" script is called the game crashed without any warnings. 3) A published game doesn't run without the "ClientScheme" file, this is to be expect but the problem is, Leadwerks doesn't export that file when you publish a game. 4) In a published game, the loading screen doesn't change from the default, even if you changed it in the "Main.lua" script. Hopefully I've been of some help
  6. Yea, that was exactly the problem, thanks.
  7. I was working on an update for the demo of "A Demon's Game", I got reepblue's LEX integrated and started using his ChangeLevel script that came with the template to change the level in the game's demo. However, everytime I tried to change the map, it just gives me an error on the console. Failed to read file "C:/Users/Ruben/Documents/Leadwerks/Projects/ADemonsGame/Sewers_2.map". If I try to use the script that comes with leadwerks, this error pops up. "C:/Users/Ruben/Documents/Leadwerks/Projects/ADemonsGame/scripts/objects/triggers/triggerchangemap.lua" : 10 : attempt to call method 'changeMap' (a nil value) This only started happening recently, so I really don't know what could be causing it. I have attached all 3 scripts that were used. Main.lua ChangeMap.lua CollisionTrigger.lua
  8. I remember when this was just an idea in Josh's head and he asked for our opinions, everyone agreed that it would be a good idea, and lo and behold it's a success. In my honest opinion, it's been a great experience so far, on IndieDB no one gives feedback to the author about their game but in the game player, it's the complete opposite, I've had people adding me to their friends list in order to provide lenghty "reviews" about what they experienced, and to me this is a great feeling! Props to Josh for coming up with such an incredible idea
  9. Just tried it myself, I can't tell any differences...
  10. I was thinking about that as well, but we still don't know when that will be released. Thanks for being honest about not liking the type of game it is though! (I'm guessing you got spooked? XD)
  11. A new demo has now been released to the game player and indieDB. I would appreciate some feedback on it! Links: Game player: http://steamcommunity.com/sharedfiles/filedetails/?id=506360528 IndieDB: http://www.indiedb.com/games/a-demons-game/downloads/a-demons-game-alpha-21
  12. More demons huh? I should start working on that.
  13. Honestly 15$ for a logo isn't that expensive. Thank you for this Josh, I will check this out later.
  14. WAIT! Leadwerks doesn't have tesselated hair?!?!? 0/10 IGN- NOT ENOUGH HAIR. Josh please fix. (jk)
  15. It's been 4 long months, I had time to think about what I wanted to do with the game and this is the result. Before I talk about the game I would like to apologize for the huge hiatus that the game went on. Since April that you guys haven't had any news whatsoever, but know that this "Hiatus time" didn't go to waste at all. I had time to think about the game and how I want to improve it. So here's what happened. First, all the levels have been scrapped. Yup, all of them, I wasn't happy with how the game was turning out and I wanted it to be better, creepier, more interactive and the levels before weren't doing that for me. I also wanted to make the graphics a LOT better, and from these pictures you can tell I'm almost at the point I want to be. The was a picture in the first level of the sewers 5 months ago. Here is how the sewers look now. They look a LOT better in my opinion and I'm sure that I'll eventually do the same thing for the other areas in the game. Now that we talked about the level design and how it changed, how about gameplay elements? Well, I decided to take a different approach to the inventory in a horror game and I scrapped it. Yea, I scrap a lot of things apparently, instead of having a magical pocket where you store all your stuff, you actually grab items and bring them to their place. For example, you find a key to a locked door, you physically have to hold the key and bring it to the door. So this kiss this inventory screen goodbye. What else have I added? Well, 2 key elements in gameplay. Leaning: You can now lean my pressing either Q or E. Crouching: This was kind of missing in the demos, the crouching could be a little smoother, but one thing at a time. Pause screen: Probably the most requested feature, is now in the game. Restart Screen: It's a simple variation on the pause menu that only shows up when you die in game. It has a restart button that will make you restart the level you're currently in. That's basically it for new gameplay elements, but what about actual gameplay time? Well, I'll have you know that the game will have over 20+ endings! It all depends on how you act in the game, how many demons you actually kill and your choices overall. One small detail can change everything in your playthrough, this will give a lot of dynamic gameplay to the player. The replay value is strong with this one! That is basically it for what happened in the game thus far, but now since I have more time to work on it, expect a lot of pictures and news to come out soon! Thank you for reading and I hope you look forward to the game! Thanks to Hankinator and Xtom for the help with the scripting! You guys are awesome! -Ruben
  16. So, I was making my sewers level today and I came across a hard decision, so I would like your opinion on it, I also made a poll so I can look at it later So here's the thing, I need to know which is creepier, the sewers with the fog effect, or without. Here's the sewer with fog. And here it is without fog.
  17. Yea, I was expecting that to happen. It's more complicated than I thought it would be
  18. I was wondering how would you guys go about making a pause screen while you play the game, aka, the player presses ESC and a menu shows up, completely stoping everything in the world, then I guess 2 buttons would pop up, "continue" and "exit". Each of them doing exactly what they say, obviously.
  19. I found out what was wrong, the monster can see the player through models, but not CSG brushes.
  20. Now the game starts, but when I crouch the same error pops up >_< I'll put my code here, in case you find something that's wrong. if entity.script.health>0 then local d = self.entity:GetDistance(entity) local pickinfo=PickInfo() --LOS BEGIN local entity_pos if entity.script.camera ~= nil then--if there is a camera object entity_pos = entity.script.camera:GetPosition(true)--use the camera position else entity_pos = entity:GetPosition(true)--otherwise, use the entity's position end --cast a ray from the monster's eye to the target position local pick_height=player.script.eyeheight if player.script.crouched then pick_height=player.script.crouchedheight end if self.entity.world:Pick(self.entity:GetPosition()+Vec3(0,pick_height,0),entity_pos,pickinfo,0,true,Collision.LineOfSight)==false then --when we reach here, the target is in line of sight --now we need to check if the target is in the monster's field of view. --we are going to measure the angle from the direction the monster is looking --to the target. local dir_facing = Transform:Normal(0,0,1,self.entity,nil):Normalize() local dir_to_target = (entity:GetPosition() - self.entity:GetPosition()):Normalize() local angle = math.acos(dir_facing:Dot(dir_to_target)) --compare the resulting angle in radians, this determines the monster's field of view local window=Window:GetCurrent() if angle > 2.0943951 then --~120 degees return entity.script end end --LOS END end end end end
  21. This is giving me an error whenever I start playing Lua Error: error in function 'new'.|argument #2 is 'number'; '[no object]' expected.
  22. Problem is, I don't know where exactly to put this code, I think it's here or around here. I'm not sure though... if self.entity:Follow(self.target.entity,self.speed,self.maxaccel) then if prevmode~="chase" then if self.sound.alert then self.entity:EmitSound(self.sound.alert) end end
  23. I don't get where to put this I'll take a look at it, thank you.
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