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Wolfsong

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About Wolfsong

  • Birthday 08/02/1973

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  • Gender
    Male
  • Location
    NY, USA
  • Interests
    Games, Gaming and Game Design, Music, Movies, Books and trying to learn new and interesting things!
  1. Ahhh I see. So creating a 'context' is creating the viewport inside the window. Got it. Thanks!
  2. For this lesson here: http://www.leadwerks.com/werkspace/page/tutorials/_/loops-r17 I want to see if I'm understanding something right. Though the lesson is about loops (which I do understand) I'm particularly interested in the bits about creating a Window and then a Context (which I'm not sure I understand). ------------ --Create a window window = Window:Create() --Create a rendering context context = Context:Create(window) --While loop while window:KeyHit(Key.Escape)==false do --Set the drawing color and clear the screen context:SetColor(0,0,0) context:Cle
  3. Ah! Would never have thought of that. Thanks!
  4. Ah.. Thanks for the links. I'd checked the lua.org one, but really didn't like how they presented the info. I'll check the first link out, though. Edit: Hmm... looks like that other link suffers the same problem of explaining one concept by throwing around terminology for a bunch of other, unfamiliar ones, which is what I was describing before. Maybe I'll just try and find a good book on it lol. Thanks!
  5. Hey, Rick. Thanks for the explanation. I wish I was the type who was more "that's how it is because that's how it is". Sadly, I'm not. I've never been able to learn through pure memorization. I really need to understand why I'm doing what I'm doing. Why should I do it "this way" instead of "that way"? So, while others likely just copy and paste, or type in the code in that example from the marble project, and move on. My brain sees an apparent discrepancy that isn't immediately obvious to me, and now "I need to know what's going on there". It becomes "Why is it . in one case, and :
  6. TL;DR: Josh should write/sell a beginner's book on Lua programming. Even just an e-Book. I think he could do an excellent job of it, and make many people happy. Long version: To be clear: This post has nothing to do with Josh's tutorials here. His explanations are actually pretty clear and he does a better job of explaining things than almost anyone I've read/seen teaching programming in any form. For one, he uses analogies that can be understood by people unfamiliar with the subject matter, making it easier to grasp what he's explaining. It can't be overstated how helpful that is to some
  7. Hello, An oddball question here. I'm going through the Marble game tutorial and noticed that the layout in the tutorial screens has the Debug, Output and such on the right side of the window. I've seen screencaps of it where those tabs are along the bottom. Is there a way to change that? I've looked in the config, and tried dragging the tabs manually, but no dice either way. I rather like the tabs being across the bottom better. Is there a way to change that? Thank ya
  8. Hi all, Thanks for the help/feedback! I'll just forge ahead into it and figure this stuff out. It has to sink in sometime!
  9. I had glanced at the marble tutorial, in fact, and intended to give it a go. I just wasn't sure if it was something that really starts with absolute basics and builds up, or if it's tossing you in at the deep end, assuming you've grasped everything else up to that point (since it's the last in a series of Lua tutorials). It could end up confusing me more, rather than helping. Unfortunately, I lack the familiarity with Lua to know if that's the case or not. So, I've been looking for other sources that build a bit more slowly, over the course of a number of different, but increasingly complex pr
  10. Hello all, So I've hopped into trying to learn Lua scripting a few times now, watching videos, reading documentation and even having a Skype-based tutorial with Rick from the forums here. Videos and Documentation are either super-specific, or too generalized and lack context. Training with Rick is great and he's explained a lot of things to me. However, I find that I like to have a way to sorta "rewind" or "read back" through something if I'm not certain how it works, or what to do, etc. A real-time tutorial is great, but it lacks that "rewind/read-back" option - I doubt Rick wants to be a
  11. That's an interesting approach, blueapples. So basically, the main/hub area is always loaded, and only the area you're entering (dungeon, town, etc) is loaded on demand, then unloaded when you exit. That's an interesting approach. How large is your hub area, though? If I were intending to have a smaller size hub area (like, 2048x2048, maybe), I think that'd be more feasible. Perhaps with the 4096x4096 setup, it can be set up where its's broken up in to "regions", and then as you move within a certain distance of a region, it'll start loading in the assets for it. Similarly, once you mo
  12. Awww, well that's a bummer. But see, that's why I asked before committing myself to that. Well, maybe I can break things up by major regions then, and still keep somewhat larger areas where appropriate. Will just have to set up distant landmarks (mountains, etc) set up way off beyond the immediate zone to give that sense of continuity, and to give players a reference of where they are and which way to go. Thanks for the info!
  13. Hello! So, I'm working on early design work of a project. The game is an action-adventure, in the spirit of games like Zelda: Ocarina of Time/Twilight Princess, Beyond Good and Evil, etc. What I'd like to do with the world design, is to have a single massive "hub" area, from which smaller areas, like dungeons, cities, towns, and such, will connect. I'd like the main "hub world" portion to be as large and seamless as possible. I've done some tests on a 4096x4096 terrain map, based on a mock-up heightmap exported from L3DT. I can say, definitively, that even with things like lakes, m
  14. Hello, Just wanted to post about a couple possible/potential editor features that y'all might find interesting to implement, or at least look into. First, regarding bodies of water. I was working with the Leadwerks editor a bit, and having enabled the water plane, got to thinking in terms of "what if I wanted to add other water pools and such at different elevations? How would I handle that?" To my knowledge, LW doesn't have anything to support additional, specifically placed water bodies. I'm not sure if there's plans for that, but there's a couple systems I've seen that each see
  15. Just to add to that.. Blender's (as of version 2.76b) FBX exporter has 7.4 Binary or 6.1 ASCII as its options. So, seems there's a problem with both of those versions.
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