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lxFirebal69xl

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Everything posted by lxFirebal69xl

  1. I found tiny problem, the monster can still see me when I'm crouched behind a big wall...
  2. Exactly as it says on the tin, I've been getting the AI ready for my game when this started happening, basically when the monster atackes you, he does the alert noise again when you run away from him, doesn't matter if it hits you or not, he keeps spamming the alert noise over and over again, is there any way to make it so that it only does the alert noise once?
  3. Today I was trying to publish an item in the workshop when this error poped up. I'm trying to upload models to the workshop for people to use...
  4. Thank you very much, this works amazingly well
  5. This is really cool, however, would it be possible to make it so that the monster hears you if you run? Just a little more realism woulnd't hurt would it?
  6. In terms of texturing, I like 3D-Coat and Substance Designer best, they're kind of expensive, but they offer you unlimited amounts of possibilities in texturing. If you're looking for free software, sculptris is a very good starting point, and from there you could move on to either Zbrush or 3D-Coat.
  7. Today I fiddled around with the sneaking aspect and I got a crouching thing going on, since you know sneaking involves crouching and stuff. I made 2 new variables Script.crouchHeight = 0.6 --float "Crouch Height" Script.crouched = false --crouched Starting at line 629 of the FPSPlayer script this is what I got. -- Check for crouching if App.window:KeyHit(Key.C) then crouched = not crouched end --With smoothing --Position camera at correct height and playerPosition self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , crouched, 1.0, 0.5, true) local playerPos = self.entity:GetPosition() local newCameraPos = self.camera:GetPosition() local playerTempHeight = 0 if (self:IsCrouched()) then playerTempHeight = self.crouchHeight + playerPos.y else playerTempHeight = self.playerHeight + playerPos.y end --playerTempHeight = ((self:IsCrouched() == true) and crouchHeight or playerHeight) newCameraPos = Vec3(playerPos.x, newCameraPos.y ,playerPos.z) --if newCameraPos.y<playerPos.y + self.eyeheight then newCameraPos.y = Math:Curve(playerTempHeight, newCameraPos.y, 8) --else --newCameraPos.y = playerPos.y + self.eyeheight --end self.camera:SetPosition(newCameraPos) Any thoughts if I should change something? This is just the crouching part of the sneaking, nothing else.
  8. Allright that works as well, thanks hankinator! I completely agree with you here, it's such a pain to change code in the FPSPlayer script sometimes, maybe it's time for an FPSPlayer script overhaul.
  9. I went ahead and changed the battery pickup script to this: Script.battery_power = 50 --int "Battery power" function Script:Use(person) if person.script.battery_level ~= nil and person.script.battery_max_level ~=nil then if person.script.battery_level < person.script.battery_max_level then person.script.battery_level = person.script.battery_level + self.battery_power if person.script.battery_level > person.script.battery_max_level then person.script.battery_level = person.script.battery_max_level end self.entity:Release() end end end And I also changed something in my FPSPlayer script this is around line 445 if usableentity~=nil then --Use the object, whatever it may be usableentity.script:Use(self.entity) I changed the "Use(self)" to "Use(self.entity)" and this makes it so that the flashlight pickup has to be actually picked up, aka, pressing E on it.
  10. Awesome tutorial, got everything working but the Battery Pickup script, I don't get how it works
  11. Yeah, as much as I would like to have a 1 on 1 class with rick, sadly for me and him, that's not a possibility at this moment, maybe in the future. So yea, the last option is to go through each of these things slowly and thoughtfully to help everyone in need of these specific mechanics, maybe we could even put the scripts in the workshop when they're done!
  12. I kind of understand what you're saying with the AABB thing, but just like I told hankinator, I have no clue how to actually use the code, I can see where you going with it, but I think I would much rather have the script written down for me, otherwise I will never get past this anytime soon
  13. Both really, I want to get into scripting, but I'm only able to do simple stuff at the moment, that's why I started this thread, to hopefully get help from people, I mean, if someone wants to just make a script for any of these things for comunity use, that would be cool too. Because the problem is, while I do understand what you're trying to say for all of the mechanics I'm trying to implement into my game, I have no clue how to go about it. But thank you anyways, for giving me another perspective on them.
  14. Ok, so the purpose of this forum thread to to get some general help with any type of mechanic a user with bad programming skills might need for their game, think of it as an add-on to the tutorials I myself have been having a bit of trouble with a couple of things. As you might know I'm in the process of making a game called "A Demon's Game", it's a horror game so it needs some mechanics that I myself haven't been really able to work out that well which are... 1)Battery system, seriously, I have been battling this for the longest time and I can't figure out a good way to make a system whereas the user has a bar, or a countdown number that indicates how many seconds the flashlight has left, then it shuts off and can't be turned on untill another battery is picked up. Any help with this would be amazing. 2)Leaning/peeking, this one shoulnd't be too hard to make, all it is is camera manipulation whenever the user presses Q or E. But alas, I'm too dumb to figure out this for myself 3)Sneaking, yea, this one is a though one, imagine sneaking from thief or dishonored but in a more simple way, whereas the player crouches and the monster's visibility is lowered or something that would do the same effect. 4)Something that is really simple, if you've played vectronic, you would notice the reticle when you're playing looks like these 2 lines that used to form a square but with a slice down the middle, I would like to make something similar to that, a reticle, maybe even have it change depending on what the player was looking at, for example if the player looked at a note, the reticle would change to a magnifiying glass and when the player looked around normally it would go back to the default one. Sorry if I seem a bit hopeless with this post, but programming is the only thing that I'm not good at, so I would greatly appreciate some help! Cheers!
  15. I have no clue how that is happening, since it never happened to me or anyone else who played the demo, so I really don't know how to fix that issue...
  16. Thanks for the feedback! And as always I'll solve the issues right away!
  17. Let me start start off my apologizing for this being a few days late. Personal issues and stuff got in the way. Anyways, you're wandering what's been going on for this past week right? Let me start off with the BIG stuff. I hope you're not arachnophobic. So this was a little thing I had in mind, you may not know this but, I'm arachnophobic. I know, hard to believe considering this thing is in the game, it does tie in to the story but it doesn't have a clear name yet(open for suggestions!) It's kinda funny, since a lot of people told me that it would be good for my phobia if I challenged myself and put a spider enemy in the game. I accepted that challenge, and guess what? I'm now terrified of my own game. Go me. Here's a picture of it ingame! Other than the sickening and absolutely adorable spider that's in the game, I got a bit more work on the dungeons and started making some new with some interactable thingies! Another thing I started working on is the inventory system, which right now is very barebones, but it already archieves quite a lot. It has 6 slots in total, and you will able to store, use, combine items however you want, giving you absolute freedom to completely ruin your chances of escape or making them better! As a special feature, I recently partened up with the guys working on PAC(Pump Action Captain) and the Watcher is getting featured on their game! Check it out here! http://www.indiedb.com/games/pump-action-captain/images/new-enemy-demon-revealed Now last week I published a demo that was special to donators, since I spoke to the donators if I could put this out pubicly to get feedback and they all said yes, be on the lookout for a new demo this week! Here's a playthrough of the new demo (shoutout to AaronThePaladin!): And here's killoscott's playthrough of it! https://www.youtube.com/watch?v=PoG0xSDLYCc&spfreload=10 I should mention that they missed a lot of stuff, so if you want to have a go at it. Check the demo coming in a few days! There's a good new way to keep up with what I'm doing by seeing this page here: https://trello.com/b/boNQSExz/game-development-roadmap Plans for next week! Publish a new demo Polish the already made levels Complete Dungeon 2
  18. You saying that gets me nowhere because it's the same if someone spoke chinese to me I am not working in c++ though.
  19. Thanks for the in-depth look at the files and how the work
  20. Allright, so I think I got everything set up. Now, how do I make so that either when the player finishes a level or picks an item up, a texture is drawn with text on top of it saying (example) "Notes found 2/4"
  21. Josh knows what's up! This is exactly what we need!
  22. Thank you both for the answers, much appreciated!
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