Jump to content

Marcousik

Members
  • Posts

    679
  • Joined

  • Last visited

Everything posted by Marcousik

  1. Because he is completely concentrated on coming forward with Ultra engine. We all (are/have) missing a few thing in the actually LE that could made the editor just top, but well. Do you think about publishing your soft-Particles shader or make a tuto on this ?
  2. Soft-Particles would be a must for clouds simulation colliding with mountains uns so much more. (sorry no idea how to help)
  3. https://www.leadwerks.com/learn?page=API-Reference_Object_Joint_GetTargetAngle Seems in editor not to be recognized, so no usable, can that be corrected?
  4. Thk you for the nice answer, yes it is important to find a balance between work and recover time, and it is always a challenge. Recover or decompress must not mean "do nothing" - there are active ways to recover like meditation or sport, but yeah burnout is no way. I'm not sure about this... I mean there is painters with talent (as you have) who make a lot of pictures and nobody is questioning, so why not if it is a dream, it is art so it is very ok, in my opinion. Just feel free and give your talent a chance, there is no need to explain or justify this for nobody, is it ?
  5. I'm curious, did you manage to sell some your textures, your work yet ?
  6. Your comment is actually interesting, because I'm thinking a lot about the difficulty that we encounter to give a game popularity, as a little indie programmer. Nowaday there are so much games that the risk is real to become just forgotten, like a little boat between 1000 bigger ones, even if your game has a good quality. As example I feel so free to take those games (one just comes out) from DNA Army GAming https://store.steampowered.com/app/1415660/Trader_Life_Simulator/?l=english https://store.steampowered.com/app/1396260/FALAFEL_Restaurant_Simulator/ https://www.youtube.com/channel/UCaAoQzjEGPw3hOIpLM53TKA Evenif the games are evaluated as good, no publicity ran for those games, nobody heard about those and there are max 50 people that are going to review those games. I mean when you know how expensive in money, time, patience and work it is to make a game... I just feel little bit disappointed that every success only depends on add campaign, but I'm sure if I get my game to be finished, I will encounter the biggest problem: Nobody will play it. I say this evenif it is ok for me to make a game just like a piece of art, just to fill the challenge or as brain-trainer.
  7. > Work in progress > The road tracer tool is for now without bug; I added debug messages that prevent a bugged road to be generated - so it asks now to modify some values instead of generating the bugged road. > Water waves are smoother. > New feature: Driving in mud. > I'm thinking about adding a speed or friction penality if not driving on roads. > This little demo was recording on map 2048*2048
  8. Ok. Did you try to unparent with SetParent(nil) ?
  9. Sorry this is not clear for me... Do you mean "...use the skeleton to apply an animation" ? I don't understand why you could not use the skeleton after the ragdoll goes to end ? Do you ?
  10. So in the theory I would try to release the joints and then play a simple animation to awake the character. If you can't release the joints, maybe try to set the friction to 0, so that the joints don't generate any force, just release the control. And I would try to Hide() the boxes to avoid strange collision problems, and to set the Mass to 0 after the ragdoll animation is finished.
  11. Features: - MAP is 4096x4096 / all options on HIgh - The forest is randomly generated, big, dense and it feels natural. - 30 FPS average - It is relaxing
  12. Estaba preguntando sobre la colisión si escribes algo para cambiarlo, ya que puedes pasar por debajo de una caja cuando te agachas y no puedes si te paras.
  13. Hey Yue how did you manage to change the shape by crouch/stand ?
  14. January 2021, work progression showcase random generated world vegetation, FPS=30 [I] - THE TERRAIN; VEGETATION AND WATER: The map is 4096*4096 The landscape is randomly cast: Painting & vegetation. At the end of the video, is a demo of the waves shader I could write using the leaves.shader on the water.shader. The shader is in the workshop for free to use. It is far not perfect but it adds a good animation for ocean water. https://steamcommunity.com/sharedfiles/filedetails/?id=2182253514 [II] - THE CARS PHYSICS: In the game the player will have the possibility to drive different cars: Motos, Jeep, rapid cars, heavy PIckup, trucks. All vehicles will have upgrades to buy or loot. That means not all vehicles will be able to cross a hill, depending on how heavy or how upgraded th car will be. So first challenge will be to find a way in the world. Here is a little showcase of a climb simulation for an heavy jeep (the model should rather be a heavy truck but that is not done yet), that fails to climb an abrupt mountain: You can see the speed of the vehicle depends on how straight the slope is be taken. thx for watching - feel free to comment, critic or advice.
  15. And the scandal occasionned by selling a broken version of Cyberpunk 2077 on PS4 - whatever what everyone think about that - shows that not even quality is needed if you do an intense ad campaign to become rich & successfull. This is so crazy today.
  16. Thx for ideas, suggestions help a lot to get inspiration. Yes I'd like to make something like this. I want to add simply mathematic puzzle challenges, and a bit of shoot functions in TPS form to get a little something to loot, and a concept that will lead the player through different little mini games or destinations to get more and more informations on the treasure's place on the map. The treasure once found gives a big loot. But everything should run in a smooth chilling atmosphere, such of games you play to relax after work, with nothing big to loose and nothing big to care about, just to play and have fun.
  17. Cool.. Whats about the licens e of that shader ? Commercial free ok?
  18. That is a nice idea, I will test this thx
  19. TEMP 2020-11-17 07-46-42.mp4 TEMP 2020-11-17 07-46-42.mp4
  20. Thx, yes that was my method but it is not 100%. Calculatoin should be a mix out of velocity and rotation but I can't get it complete in my mind. I used a modified code from the decals used for the bullets tracks on walls. It runs ok if the car stays in a "normally predictable" line of drive but not if the car is suddenly sliding like in the gif. [Sorry I had problems by uploading / deleting example video] TEMP 2020-11-17 07-46-42.mp4 TEMP 2020-11-17 07-46-42.mp4
  21. I tried to write a script function to trace tires tracks. Pretty easy with decals applied on Terrain if the car drives straight forward. But how to calculate the tracks rotation/ direction of such a mouvement??? Any suggestions?
  22. I worked on this and it runs ok in this code order: DISPLAY was the variable I wanted to save written.
  23. Still seeking the best experience possible with car driving to make an offroad game ^^ This should be what the player gets for a full upgraded speed car: Made with enabled joints and using springs.
  24. Hey @havenphillip, May I suggest, you should put this in the workshop !
×
×
  • Create New...