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AnthonyPython

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Everything posted by AnthonyPython

  1. I was just saying it looked great. nice work so far, (+ the side note i have no need for a cyber dog at this time for my game)
  2. in lua I guess you can use a check to see if you are in debug or not to print this stuff out, in only debug and not in the product
  3. That is odd rick I haven't had this happen to me as of it.
  4. cool, it would be nice to have it as a default in Leadwerks
  5. I use a laptop and a wired mouse with a mousepad since a digital mouse doesn't work right on glass. and I don't like most wireless stuff except my headphones there great I only have to recharge it every once a while and most of the time I only recharge it while I am sleeping over night. I have a turtlebeach Earforce PX3, it is usable on PC/MacOS, ps3, xbox 360, ps4, and xbox 1, plus has different settings you can choose while playing a game, to hear like footstep's better , or turn turn down explosion's, or hear other people better. etc. you can make your own preset's and download custom one's too.
  6. this is fine, some times you have to have the sandboxing disabled for somethings to work the way it's suppose to.
  7. yep there are more bigger and better Priority's to be done first instead of a small thing like this(like the vegitation tool, carving tool, and road tool)
  8. Thanks for teaching me this info also that is very nice of you to do that nick.
  9. not using the character right now, using a pivot currently, I changed the collision to Scene, and at one point it did pick something up. I might have it to high, playing around with it Edit: Ok , changed it to Projectile to detect only Scene, and prop stuff, I seem to be getting a bunch of correct feed back right now. got a( trying to compare a nil value with) (NormalInfo >= MinNormal and NormalInfo <= MaxNormal)
  10. Probably a better idea for Josh to implement his own then would be a better idea or use one of the open source like webM then or something. I mean I would be fine with animated texture's for a main menu or loading screen(if it isn't really choppy/laggy)
  11. updated: Script.target = "" --entity "target" Script.Range = 2.0 --float "Range" Script.PickRange = 0.2 --float "Range" Script.MinNormal = 45 --float "Min Normal" Script.MaxNormal = 120 --float "Max Normal" function Script:Start() end function Script:UpdateWorld() local point2 = Transform:Point(0,0,self.PickRange, self.entity, nil) local pickInfo = PickInfo() local castPos self.entity.world:Pick(self.entity:GetPosition(), point2, pickInfo, 0, true) local window = Window:GetCurrent() --local pickInfo = PickInfo() castPos = pickInfo.position local playerPos = self.target:GetPosition(true) System:Print(castPos) --Is the player within the range? if(castPos:DistanceToPoint(playerPos) <= self.Range) then if(window:KeyDown(Key.Space)) then local NormalInfo = pickInfo.normal if (NormalInfo >= MinNormal and NormalInfo <= MaxNormal) then System:Print("Dected proper") --set or call something here. end end end end did a system print with castPos just printing out zero's
  12. Supporting .bik video's to play in game would be nice to have. (RAD video tools), this would not only used for main menu stuff, but also a loading screen to use.
  13. besides drawing a black rectangle you could use a table with the images loadingscreen = {} loadingscreen[0](image stuff here) loadingscreen[1](image stuff here) loadingscreen[2](image stuff here) etc... and just call it in the update world so as long as it's true, cycle through each pic.while it loads till it loads set to false, this would be fine showing pictures for my game, not sure if you just want pic., of course I'd rather have a animated screen, but even portal 2's loading screen some times lagg's from loading.
  14. it's not giving any error's or anything not sure why it's not printing out, I must be doing something wrong, I know I am close enough, not sure about the normal's part if it is even detecting the object's, Script.target = "" --entity "target" Script.Range = 2.0 --float "Range" Script.MinNormal = 45 --float "Min Normal" Script.MaxNormal = 120 --float "Max Normal" function Script:Start() end function Script:UpdateWorld() local window = Window:GetCurrent() local pickInfo = PickInfo() local castPos = pickInfo.position local playerPos = self.target:GetPosition(true) --System:Print(string(castPos:DistanceToPoint(playerPos) <= self.Range)) --Is the player within the range? if(castPos:DistanceToPoint(playerPos) <= self.Range) then if(window:KeyDown(Key.Space)) then local NormalInfo = pickInfo.normal local point2 = Transform:Point(0,0,self.Range, self.entity, nil) if(self.entity.world:Pick(castPos, point2, pickInfo, 0, true)) then if (NormalInfo >= MinNormal and NormalInfo <= MaxNormal) then System:Print("Dected proper") --set or call something here. end end end end end Thought's?
  15. this is why krita has the upperhand since it can use textures with a real pattern and does just fine, it wraps the texture around and if you go outside of it, it wraps it around with the rest of texture to be seamless, it's much like Genetica , and photoshop together.
  16. you should play Thief at some point, it's a good game if you like stealth
  17. Episode 1 looks like your making a good amount of progress also I loved the sharp edge style cyber dog
  18. I do like the Inventory (way better than the original Inventory) of course that was more of teaching of how it is done, not to be as great like FlowGUI is .
  19. hey josh, how would you create a physic's based door that the player can pull/push with the mouse to open/close?
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