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lxFirebal69xl

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Everything posted by lxFirebal69xl

  1. New Alpha trailer available here:
  2. 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
  3. A week later and I still haven't got this thing to work correctly.
  4. 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".
  5. 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!
  6. New Alpha available for backers! 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
  7. Thank you, that fixed it! But there's another problem 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
  8. Can you say that again but this time like you're speaking to a donkey?
  9. I've added the code, and while it indeed fixed the issue (thanks a ton) another error showed up. And this one can't be solved via the exception handling, I tried it and it dind't work
  10. That is pretty damn awesome, how did you manage to do it?
  11. 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. The script I'm using (Contains Aggror's FlowGUI) FPSPlayerInventory New.lua
  12. Oh I see, that rather sucks, poor nick
  13. 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 What did nick do wrong? I actually don't know
  14. More work on the caves. Dungeon room:
  15. Journal is a good name, but you could call it a "Quest Log" or a "Memento Book" they both work for the type of game that you're making. Unless it's sci-fi then you can call it PDA or HSD(Holographic Screen Display) fancy name right?
  16. I've talked with Josh about this, because I had the same issue, and guess what? I also have a GTX 970, I was getting like ~25 frames on every map I made. The only way Josh and I found to make the frames a bit better is to me to make every light Static+Dynamic, which the game has already. Recently I had a friend play the game with a GTX670 and he had 60 fps constantly, then I made him play the same map with buffered lights, also 60 fps. Nvidia is clearly at fault here.
  17. Yea I know, but still, I put it up as a linux version as a marketing strategy "OH IT RUNS ON LINUX", most people don't undestand how the LUA works, so I took advantage of that. I'm a scumbag.
  18. I've updated the demo, http://www.indiedb.com/games/a-demons-game/downloads/a-demons-game-pre-alpha-demo-13-linux-version Try it see if it works.
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