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DooMAGE

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Everything posted by DooMAGE

  1. Hello friends, This is the first time I enter on a game jam in this community. I tried to follow the theme so after some research I started the development of this little prototype. I learned some cool tricks in this project and I hope to bring more stages and polish even more this game in the future. Since there is a little of "try and error" in this kind of gameplay, I worked to make things smooth as possible for the player respawn. In the beginning for example, when the player "died" I just called a map load. I found this solution very lazy and not smooth to the player, so after the core game mechanic was developed I worked to make the respawn quick as possible. To accomplish this, when I start the game I have a script to store the initial values of the players and all logs, so when the player respawn I just reset every dynamic entity of the game and give to the player a little time to react and try again. There is 3 stages in this game, and I think there is room to create even more stages and puzzles to the player enjoy. You can try the game and maybe beat the already infamous stage 3 here: http://www.leadwerks.com/werkspace/page/viewitem?fileid=734499057 Demo Updated Aug 01 2016 - Performance improvements - New Hud Details - Replaced some CSG for models Any feedback is very welcome. Thank you!
  2. Sure, it's a little thing I am doing for the summer games. I will post it very soon
  3. Hello guys, I don't know if this is a bug or I am doing something wrong. I am using the built in script TriggerChangeMap.lua to restart the map when the player falls on a death spot. I noticed using DrawStats() that there is a video memory increase when I load the same map. The assets are already in memory this should not happen at all. Any clues?
  4. Thanks I will try mess with raycasts
  5. Hello friends, I did a quick search and found nothing about detecting player collision with the terrain. Is this possible? For my summer game I am trying to respawn the player when he touchs the Leadwerks terrain. In mean time I am using a huge CSG brush.
  6. Same problem here so I guess this is not fixed yet? I have a CSG brush as prefab and when I load it, there is no collision. BuildShape() worked for me but I can't find nothing about it in the documentation pages. Is BuildShape() resource intensive?
  7. I guess josh is not aware of the issue.
  8. DooMAGE

    Water

    Woa this ocean water is amazing, hope someone port this to LE4
  9. I found this: http://www.leadwerks.com/werkspace/topic/8100-crouchironsighting/page__hl__iron%20sights#entry64141
  10. The api reference is always opened here To solve this problem I used Joint::Slider right? or should I use Joint::SetLimits and Joint::EnableLimits too?
  11. Not yet, maybe this can be used to a 3D game too? I think I fixed the problem, but I don't know why or how it works. I used something called Joint::Slider function Script:Start() self.entity:SetCollisionType(Collision.Scene) local position=self.entity:GetPosition(true) self.joint=Joint:Slider(position.x,position.y,position.z,0,0,0,self.entity,nil) end function Script:UpdatePhysics() self.entity:SetVelocity(0,0,2, true) end
  12. Hello friends, I'm doing some tests for the summer contest. In my game I have a platform that moves foward indefinitely, the problem is that when the player is on the platform the platform over time starts moving to other directions, I guess it's because the physics and the player mass above the platform. How I can constraint the movement of the platform to always be locked to one axis? I'm using this: function Script:UpdatePhysics() self.entity:SetVelocity(0,0,2, true) end
  13. Looking by the explanations that reepblue and Rick provided, I can say I'm really pumped to see this feature added to the engine
  14. This would increase performance as well?
  15. Now trying to reproduce a HL2 scene.
  16. So I should limit the range? Yes, it's all black RGB 32,32,32. Bad idea?
  17. Hello friends, it's me again I'm messing around with the new probe system, and its a very important addition to the engine. Thanks Josh! I noticed something odd, as you can see in the screenshot there is some lines showing, it's the lines of the probe box. I am doing something wrong or this is some kind of bug?
  18. Thank you Genebris and nick.ace! I think its better now
  19. Hello, I am finishing a hospital scene, and something bother me. The walls looks too "polished", bright and lack definition, I tried mess with the normal map and no success. The original normal map makes it even worse lol (funny and sad)
  20. Hello guys, I did some research here and found that there is various ways to bring PBR to the Leadwerks made by the community members. Which PBR solution do you guys like more? Rastar (No download link or instructions) http://www.leadwerks.com/werkspace/blog/117/entry-1634-pbr-lighting-in-leadwerks/ Mattline1 (Still compatible with 4.0+ ?) https://github.com/Mattline1/LeadwerksPBR http://www.leadwerks.com/werkspace/blog/186/entry-1639-physically-based-rendering-c/ Shadmar http://www.leadwerks.com/werkspace/blog/101/entry-1660-substances-metal-and-roughness-and-leadwerks/ Know other PBR projects? Please share with the community
  21. Thank you, this game engine keeps getting better
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