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lxFirebal69xl

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Posts posted by lxFirebal69xl

  1. The pictures posted don't match what the video shows is weird. The video shows the hand icon on the "door" as well as the controlpanel. The hand icon is enabled by the "Manual activate" being true which in this case I would assume you wouldn't want on the doors. Is the video from playing via the editor or from a published/exported game? Asking because it looks like the map in the editor is not what is being shown in the video - unless you have changed the default scripts. Also, it would probably be helpful to see the flowgraph logic between the controlpanel and the door.

     

    The video is the same map from the second picture. I assure you, but it is being played in the editor. And I have not changed the default scripts in any way.

  2. So I was just randomly working on my game when I came across this weird little problem. I don't know what gives since I've done the EXACT same "puzzle" before but now it's has this weird glitch on it.

     

    The issue is that the player is able to use a door that's only openable via a button. and causes this weird behaviour, while in the pre-alpha level, I did the exact same thing TWICE, same scripts and everything. I've already checked the FPSPlayer, but it can't be that since I can play the other levels fine with it.

     

     

    Here are the doors that work without problems.

    post-13811-0-42369600-1426376809_thumb.png

     

     

    And the doors that have problems...

    post-13811-0-94102600-1426376833_thumb.png

     

     

     

    Any ideas as to what could be causing this?

  3. post-13811-0-44410500-1426108238_thumb.jpg

     

    I'll be honest, at this point I'm afraid that the indiegogo for the game fails. So I'm doing this sale for those who were interested in donating but either dind't have money, or were on the fence because it was to expensive.

     

    I should mention that only 2 perks dind't receive a sale bonus due to already being redeemed by backers.

    Indiegogo link: Igg.me

    Here is how the pledge options changed!

     

     

    Early Bird! 3$

    (Previously 5$)

    Get a copy of the game for cheaper!

    Also earn early access to various demos!

    Includes previous rewards!

     

     

    Investigator. 10$

    (Previously 15$)

    Gets you a copy of the game, acess to alpha and pre-alpha demos as well. The pre-alpha demos will normaly feature early in development decisions that you can feel free to talk with me about.

    Includes previous rewards!

     

     

    Ghostly Apparition. 15$

    (Previously 25$)

    Not only will you get 2 copies of the game, you will also get never seen before videos and journals that shows how the game was made!! Very interesting stuff indeed!

    Includes previous rewards!

     

     

    Survivor. 55$

    (Previously 70$)

    Become one of the many people that left notes for the player to explore, you will work with me to write a story for your character! (No racist/pornographic material allowed.)

    Includes previous rewards!

     

     

    Possesed. 100$

    (Previously 150$)

    Write a demon's backstory with me! You shall work hand and hand with me to create your very own demon and see it in the game! (No pornographic/racist material allowed.)

    Includes previous rewards!

     

     

    First seat. 135$

    (Previously 175$)

    Create a level with me! You will choose from several planned level and desing it! You will choose what happens in it, what the players will read...everything!(all material subject to my approval and may not be included)

    Includes previous rewards!

     

     

    Demon developer. 175$

    (Previously 300$)

    I'll tell my mom that you're cool, I'll record it too!

    You'll also be in the "Special Section" of the game's credits and have direct contact with me in regards to the game, you will be able to plan what happens in the game! ((all material subject to my approval and may not be included)

    YOU'RE ALMOST A DEVELOPER.

    Includes previous rewards!

     

    Please help this game become a reality!

  4. I got it working today, I copied over the part of the default FPSPlayer script over to the new one and made changes to it. So now it looks like this.

     

    if window:KeyHit(Key.E) then
     if self.carryingEntity then
      self:DropEntityCarrying()
     else
      local p0 = self.camera:GetPosition(true)
      local p1 = Transform:Point(0,0,self.useDistance,self.camera,nil)
      if self.entity.world:Pick(p0,p1, pickInfo, 0, true) then
    
       -- RLP Begin: if this object has text to display then set it to be displayed
       if pickInfo.entity ~= nil then
     if pickInfo.entity.script ~= nil then
      if pickInfo.entity.script.GetText ~= nil then
       self.text = pickInfo.entity.script:GetText()
       self.DisplayTime = Time:GetCurrent() + self.DisplayTimeMax
      end
     end
       end
       -- RLP End
    
       --Looks for any entity in the hierarchy that has a "Use" function
       local usableentity = self:FindUsableEntity(pickInfo.entity)
    
       if usableentity~=nil then
    
     --Use the object, whatever it may be
     usableentity.script:Use(self)
    
       else	
     if self.carryingEntity == nil then
      mass = pickInfo.entity:GetMass()
    
      --Pick up object if it isn't too heavy
      if mass>0 and mass<=self.maxcarryweight then
       self.carryingEntity = pickInfo.entity
       self.carryingobjectcollisiontype = self.carryingEntity:GetCollisionType()
       self.carryingEntity:SetCollisionType(Collision.Debris)
       self.carryrotation = Transform:Rotation(pickInfo.entity:GetQuaternion(true),nil,self.camera)
       self.carryposition = Transform:Point(pickInfo.entity:GetPosition(true),nil,self.camera)
      end
     end
       end
      end
     end
    end
    

     

    And it previously looked like this.

     

    if window:KeyHit(Key.E)  then
     if self.carryingEntity then
      self:DropEntityCarrying()
    else
      local p0 = self.camera:GetPosition(true)
      local p1 = Transform:Point(0,0,self.useDistance,self.camera,nil)
      if (self.entity.world:Pick(p0,p1, pickInfo, 0, true,Collision.Prop)) then
    
       --Looks for any entity in the hierarchy that has a "Use" function
       local usableentity = self:FindUsableEntity(pickInfo.entity)
    
    
    
    
       if usableentity~=nil then
      self.a = 1
     usableentity.script:Use(self)
    
     --Use the object, whatever it may be
     usableentity.script:Use(self.entity)
       end
       elseif self.carryingEntity == nil then
       mass = pickInfo.entity:GetMass()
    
     --Pick up object if it isn't too heavy
     if mass>0 and mass<=self.maxcarryweight then
      self.carryingEntity = pickInfo.entity
     self.carryingobjectcollisiontype = self.carryingEntity:GetCollisionType()
      self.carryingEntity:SetCollisionType(Collision.Debris)
     self.carryrotation = Transform:Rotation(pickInfo.entity:GetQuaternion(true),nil,self.camera)
      self.carryposition = Transform:Point(pickInfo.entity:GetPosition(true),nil,self.camera)
      -- RLP Begin: if this object has text to display then set it to be displayed
       if pickInfo.entity ~= nil then
     if pickInfo.entity.script ~= nil then
      if pickInfo.entity.script.GetText ~= nil then
       self.text = pickInfo.entity.script:GetText()
       self.DisplayTime = Time:GetCurrent() + self.DisplayTimeMax
      end
     end
       end
       -- RLP End
       end
       end
      end
     end
    end
    

  5. Thank you, that fixed it!

     

    But there's another problem tongue.png

    Everytime I try to use an entity with a Use() function it doesn't work if the entity has another function in it.

    Example:

    function Script:Use()
    --Only allow this if the object is enabled
    if self.enabled then
    if self.openstate then
    --Make the door close
    self:Close()
    else
    --Make the door open
    self:Open()
    end
    end
    end
    

     

    It works if the code is like this in the Use() function. This is quite weird.

    if self.enabled then
    self.opentime = Time:GetCurrent()
    if self.openstate==false then
    self.openstate=true
    if self.opensound then
    self.entity:EmitSound(self.opensound)
    end
    self.joint:SetAngle(self.openangle)
    self.component:CallOutputs("Open")
    end
    end
    end
    

     

    A week later and I still haven't got this thing to work correctly.

  6. I would suggest putting a label at the bottom of the screen showing the games' titles. The "Realtime Alpha Gameplay" especially makes it looks like it's yours.

     

    Good idea, I'll do that!

  7. The video shows other games, at first i thaught it was this game, but no sad.png

    Perhaps remove others games references to avoid making deception. You won't make some FPS game and in your video put in some passages Crysis 3 gameplay ?

     

    The other games were there to serve as an example of good indie horror titles. And what they did well that others dind't, and how I will work to avoid becoming "yet another crappy indie horror game".

  8. Personally I'd trash that 'trailer'. Or at least rename it as something else and make a new one. The trailer's narrative, info about indiegogo stuff, and the continuous motion rollercoaster ride through the levels kind of dulls it down. The trailer, for many potential buyers, is the first impression on your game. Right now it kind of sounds similar to your dev log, which is a sure way for many impatient users to just downvote your game. It's supposed to be a horror game, isn't it? Show some glimpses of suspense from the game. Maybe get a voice changer and narrate the trailer in some scary voice (or whatever tone blondie Satan has). Less talking though, and more experiencing the game.

     

    But otherwise, work so far looks good man.

     

    I'm currently working on a new one which has minimal talking and shows off a lot of moments the game contains! I completely agree with you on this, and I'll work to change it. Thanks for the feedback! :)

  9. New Alpha available for backers!

    post-13811-0-81298400-1425585639_thumb.jpg

    I recently got around to making a more polished version of the game available for backers of the indiegogo! It contains 2 levels, each of them with easter eggs and a lot of details and hints as to what you will be facing in the game!

     

    You're going to be playing one level of "The Caves" and one in the "Sewers"!

    It's going to take you from 15-30 minutes to play all the levels, since not everyone explores as much as they should :)

    I hope you backers have fun with this! And as always, constructive criticism is always appreciated!

    Would you like to back the game? For just 5 dollars, you get acess to all the demos and the full game at a discount price! Get it now while it's still available!

    https://www.indiegogo.com/projects/a-demon-s-game/x/9995381

  10. if mass ~= nil and self.maxcarryweight ~= nil then

    if mass >0 and mass < self.maxcarryweight then

    ...

    ...

    end

    end

     

    There are better ways, but this should make your code more secure.

     

    Thank you, that fixed it!

     

    But there's another problem :P

    Everytime I try to use an entity with a Use() function it doesn't work if the entity has another function in it.

    Example:

    function Script:Use()
    --Only allow this if the object is enabled
    if self.enabled then
     if self.openstate then
      --Make the door close
      self:Close()
     else
      --Make the door open
      self:Open()
     end
    end
    end
    

     

    It works if the code is like this in the Use() function. This is quite weird.

    if self.enabled then
     self.opentime = Time:GetCurrent()
     if self.openstate==false then
      self.openstate=true  
      if self.opensound then
       self.entity:EmitSound(self.opensound)
      end
      self.joint:SetAngle(self.openangle) 
      self.component:CallOutputs("Open")
     end
    end
    end
    

  11. Verify by code pickInof.entity is not nill and pickInfo.entity:GetMass() returns a value displaying it on screen for example.

    The error says you try to compare a number with nil , so one of the elemenst of the comparison is nil.

     

    Can you say that again but this time like you're speaking to a donkey?

    • Upvote 1
  12. Aggror and I have been making a custom FPSPlayer script for A Demon's Game for quite a while now, I recently ran into a 2 weird problems, whenever I pressed E and dind't have an entity in front of me the game crashes. And the second problem is that the FPSPlayer Script can't use entities that have a function within a function...for example, the swinging door script has an Use() with a self:open() and a self:close().

    The FPSPlayer script can't do that, I've messed around with it and made it so that the Use() function of the door only did what the Open() function had, and it worked.

     

    If anyone has any thoughts on what the problem might be, I would greatly appreciate it!

     

    Error that shows up when I press E without looking at an entity.

    post-13811-0-05735500-1425171619_thumb.png

     

     

     

    The script I'm using (Contains Aggror's FlowGUI)

    FPSPlayerInventory New.lua

  13. he put his game on the greenlight page to early, and thus now has to find other mean's of advertising, and exposes, you really only need to do greenlight that when you have a close finished project not a concept, as people are more interested in finished-ish game more or less, except a few exception's.

     

    Oh I see, that rather sucks, poor nick :(

  14. EUUbW8R.jpg

     

    You can find the concept page here: http://steamcommunity.com/sharedfiles/filedetails/?id=400502301

     

    I should mention that votes right now don't matter, as this isn't the actual greenlight process. But votes and favorites do help me to see if you like what you see!

     

    Be sure to share this around with your friends and whatnot to help the game get a bit more attention!

    Please support the indiegogo!

    https://www.indiegogo.com/projects/a-demon-s-game/x/9995381

     

    good thing it's in the concept page and not the greenlight as of yet, we learned from nick.ace's mistake, sorry nick sad.png

     

    What did nick do wrong? I actually don't know :P

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