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Angelwolf

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Posts posted by Angelwolf

  1. Slightly off topic, perhaps, but does using vegetation cause anyone else's LE to crash?

     

    When painting vegetation, my LE will sometimes crash and I have no choice but to restart it. And since putting the vegetation down without crashing, sometimes my LE will crash when I happen to fly past it in perspective view.

     

    Using an Asus G73JH laptop if thats of any help.

  2. Okay, so I'm trying to have my 3rd person model (at a side on, 2d style view) look left when walking left, and to look right when walking right.

     

    So far, walking right is not a problem. The model animates and walks, facing the correct direction.

    When walking left, however, the model 'moonwalks'. He'll move backwards, but will face forwards.

     

    local movex=0
    local movez=0
    self.input[0]=0
    self.input[1]=0
    
    if window:KeyDown(Key.D) then self.animationmanager:SetAnimationSequence("Run",self.animspeedrun,300) self.input[1]=self.input[1]+1 self.animationmanager:SetAnimationSequence("Idle",self.animspeedrun,300) end
    if window:KeyDown(Key.A) then self.entity:SetRotation(0,-90,0) self.animationmanager:SetAnimationSequence("Run",self.animspeedrun,300) self.input[1]=self.input[1]-1 self.animationmanager:SetAnimationSequence("Idle",self.animspeedrun,300) end
    if window:KeyDown(Key.S) then self.entity:SetRotation(0,-180,0) end
    if window:KeyDown(Key.W) then self.entity:SetRotation(0,365,0) end
    
    local playerMovement = Vec3(0)
    playerMovement.x = self.input[0] * self.moveSpeed
    playerMovement.z = self.input[1] * self.moveSpeed
    

     

    dungeoncreeper.gif

     

    Any ideas?

  3. Loving LE4, for the most part, but I'm not a big fan of the new script editor window. Always wants to be on top and it doesnt let me edit a script and save it as a different name (alwsys tries to save the new script as a shader rather than .lua).

     

    Is there/will there be an option to revert back to the old script editor?

  4. Of course. Wouldn't be much use without that!

     

    The first one is going to take a while, but once we get the process down we can make more. The studio I am working with now has a better idea of the style and quality I am expecting.

     

    Would there be any chance of a creation kit or character generator so the models can be customised? Similar to MakeHuman or Fuse, for example.

  5. Havent worked on this for a while given Christmas shopping, new job and new PS4 games. But my next step will be to make equipped weapons transfer from one room to the next. Im assuming this can be achieved in a similar way to my player heath using global variables, but Im yet to find a way to actually get this working.

  6. Basic title screen added and a new room - the main entrance hall. The entrance hall is connected to the green hallway that I'm sure you have already seen. Also added some creepy music and slightly changed the way in which the Sword Key door works.

     

    Given the zombie character pack is on sale, I decided to pick it up. Had a play around with the stock ai script to make them more zombie like. Added one zombie into Sword Key room for testing purposes.

  7. My main concern would be that it'll be volatile pausing in time based on how many entities and things you are doing per room. Right now it's a couple seconds but I'm only trying project outward when you have more things going on. You aren't loading any characters but they generally take longer to load with all the bones and such vs basic static models. The more complicated your rooms the longer and more volatile (less predictable for you) it'll become. Just throwing out ideas on this, not like I hold the key to everything :). Just food for thought.

     

    Thank you for your feedback. I'll definitely keep this in mind if load times are becoming a problem as the game develops. This is what I love about the Leadwerks community: genuine, constructive feedback from Leadwerks devs on the same level. And Josh, naturally, lol.

  8. You can still do that without loading a new map. Nothing says inside your map the house has to be all in order. You can literally have pieces of your map laid out all over the place in the 3D world. Just place starting pivots to each room and teleport the player there between transitions. This would avoid any noticeable pauses in the game while the map is loading since LE doesn't handle loading maps in the background on another thread. There are for sure pauses I notice when going from room to room and the more complex the rooms become the longer the pauses will be. To have a smoother transition you might want to consider having all these rooms just laying around wherever in your 1 map and put that loading time of the map up front on game start. Just an idea to make smoother transitions without much pause in them.

     

    This isnt a feature I considered previously, but might perhaps use as development continues. Out of interest, how much of a pause are you seeing between rooms? Should be a second or two as thats the way I made the door sequences, but shouldnt be much longer than that. Thought that many miniature load sequences would be nicer than one really big one, but I could be mistaken. I quite like the suspense when waiting for the next are to load.

  9. A new map for each room means I will not be restricted in the layout of the house. I can make a room but Have the option to easily change its geographical location in the future without much further hassle than simply changing where a door transition goes to.

     

    Sound should be constant, not just when looking at a door. I haven't noticed this before, is it happening to anyone else too?

  10. Nice atmosphere.

    Are you loading worlds between doors?

     

    Yes, essentially each room is its own level. Global variables are used to store specific details about interactions the player has made to help continuity between room changes (eg, if an item has already been collected, it won't reappear even if the room is reloaded)

  11. Ok, so I amended Main.lua to get rid of the auto-fullscreen thing I always have a habit of leaving on. I've also added an extra door in the main hall way. To get it, the player will need to find the key. At the moment, this is more of a test to try and create a locked door, I doubt the room will remain the same as development continues, but you never know!

     

    The key isn't too difficult to find right now. I won't give spoilers now, but if you really can't find it then message me and I'll tell you.

     

     

    If you make a music type of box then please let it play this music biggrin.png

     

    Not quite sure that would work so well.... unless I distorted it? :P

  12. Forgot to replace the fullscreen option in main.lua before publishing, so might need to untick the fullscreen option before running. Will try to update and republish later.

  13. Well, OK. I'll publish it. I'll put a disclaimer on there so people don't think they're getting anything other than a lump of Work in Progress.

    If anyone does try it out, please let me know your thoughts, suggestions and comments :).

    • Upvote 1
  14. I love it. I strongly recommend you publish whatever you have now, and then continue to update it.

     

    I really don't think that there's enough there to warrant publishing yet. Literally three rooms connected by two doors.

     

    For progress though, the empty room has become a bathroom and the door has changed to wood, rather than the makeshift paint texture before. Added some new sound effects and managed to enhance the spawning script so it includes rotating the player to the correct direction.

     

    Bathroom_WIP.jpg

     

    Bathroom work in progress

    • Upvote 1
  15. Ok, I have it worked out thanks to the ProjectSaturn youtube tutorial!

     

    I needed my script to manipulate the FPSPlayer script, using 'script.camRotation'. Setting this to the pivot rotation worked.

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