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DooMAGE

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Posts posted by DooMAGE

  1. Released a new version today, I still need to update the game launcher version (**** internet)

     

    This update will fix some of the spelling issues and also add a couple of rooms that were left out in the old release. You'll find a new memory and also a new note from Hiro Nagashi, so if you already played the game you'll have some surprises in this new version.

     

    lonewater_prologue+2016-12-17+11-58-50-93-9qqux4n7.png

     

    lonewater_prologue%202016-12-17%2012-01-19-09-g8uzjqvz.png

     

    Changelog v_0.9.5 [uncut]

     

    - Added new SSR Shader

    - Added splash screen

    - Fixed some spelling errors

    - Removed the cars from the starting area

    - Added new memory

    - Added new note

    - Detailed a bit more the rooms

    - Added two new rooms

    - Reduced the sfx volume of the water steps

    - Improved wall textures of the storage room

  2. Just curious, what happens if you subtract 1 from context:GetHeight()? Or more?

    context:DrawImage(self.overlayTexture,0,0,context:GetWidth(),context:GetHeight()-1)
    

     

    Yeah, this does the trick, looks like the render don't like that we fill 100% of the screen, the shaders don't update the last few pixels of the screen height.

     

    Thanks.

  3. When I drawn a image to fill the screen with:

     

    context:DrawImage(self.overlayTexture,0,0,context:GetWidth(),context:GetHeight())
    

     

    and later stop drawing, you can still see a red little line of the overlay that I drawed in the botton of the screen, it's distracting :/

    How can I properly clean the screen after a context:DrawImage ?

     

    I tried with:

    self.overlayTexture:Release()

    context:SetBlendMode(1)

    context:SetColor(1,1,1,1)

    context:Clear()

     

    No deal.

     

    EDIT: This only happens when I use a Posteffects :/

     

    context_bugans4x.png

  4. gamejolt_lw_avatar.png

     

     

    About the game

     

    Lone Water is a first person adventure horror game that tells a story about a Post-Apocalyptic FLOODED World.

     

    You are a lone survivor in this world and must find clues to figure out why the world is flooded.

     

    The game combines loneliness, sadness and dread with a very peaceful environment.

    It's your job to determine whether humanity has finally destroyed itself.

     

     

     

    7BN2ijm.png

     

    The world was in a chaotic state, the human race was about to pay for the lack of care and preservation of what is most precious to the human life, Water.

     

    The only solution was to use everything science could offer.

     

    A mega scientific corporation had a solution to the problem, by using a complex chemical process they gradually managed to make water a reality for people again.

     

    Unfortunately not everyone was happy and someone inside this big scientific corporation plans to cause a true ecological apocalypse.

     

    Unfortunately, it's too late.

     

    The world is all flooded and it is our fault.

     

    Only memories of the past were left to tell the true events that followed.

     

    Controls

     

    Movement: WASD + Mouse

    Jump: Spacebar

    E: Interaction

    Shift: Run

     

    lonewater_prologue%202016-12-17%2012-01-19-09-g8uzjqvz.png

     

    lonewater_prologue%202016-12-17%2011-58-50-93-6szjtyx8.png

     

    8563776.png

     

    ss2.jpg

     

     

    Thanks Josh for looking at the "Cannot blit backbuffer" bug and thehankinator for the UI Library I'm using.

     

    Any feedback is greatly appreciated!

     

    uMZrEAM.png

     

    Download:

    https://ragingmages.itch.io/lone-water-prologue

    • Upvote 5
  5. Hello guys,

     

    I am working on a loading screen, and when I pass a string to the load function call my loading screen the video memory jumps to 300mb+ to 800mb+ blink.png

     

    Here my code:

     

    -- world creation here
    
    function LoadingScreen()
    context:SetBlendMode(Blend.Alpha)
    local loadingFont = Font:Load("Fonts/arial.ttf",42)
    context:SetFont(loadingFont)
    local loadingText = "L O A D I N G . . ."
    local x = (window:GetWidth() / 2) - (loadingFont:GetTextWidth(loadingText) / 2)
    local y = (window:GetHeight() / 2) - (loadingFont:GetHeight() / 2)
    -- Fill screen with black
    context:SetColor(0, 0, 0)
    context:DrawRect(0, 0, window:GetWidth(), window:GetHeight())
    -- Draw "Loading" text
    context:SetColor(1, 1, 1)
    context:DrawText(loadingText, x, y)
    
    context:Sync(false)
    end
    
    LoadingScreen()
    
    -- map loading here
    
    -- inside the main loop
    if Map:Load("Maps/"..changemapname..".map", "LoadingScreen")==false then return end
    -- inside the main loop
    

     

    I did something wrong?

  6. Hello friends,

     

    I have a crosshair script that works well, I just followed the example in the FPSPlayer.lua

     

    function Script:Start()
    self.crosshairImg = Texture:Load("Materials/HUD/dot_1.tex")
    end
    function Script:PostRender(context)
    if self.crosshairImg then
     local crossHairX = math.floor((context:GetWidth() - self.crosshairImg:GetWidth()))/2
     local crossHairY = math.floor((context:GetHeight() - self.crosshairImg:GetHeight()))/2
     context:SetBlendMode(Blend.Alpha)
     context:DrawImage(self.crosshairImg, crossHairX, crossHairY)
    end
    end
    

     

    But when I try to fade in/out a text on another script with:

     

    context:SetColor(0,0,0,Math:Lerp(0, 1, self.alpha/self.fadeTime))

     

    The texture in the crosshair gets the same color of my text and also fades :P

     

    What I'm doing wrong?

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