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Posts posted by tipforeveryone
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9 hours ago, burgelkat said:
How did. you import it? Maybe a dump question
Yes, your question is not dumb. that was a long process.
First, I used cloth simulator for a plane in Blender with Force Field as Wind then attached bones to that simulated flag. Finally, baked animation of those bones, that is it!
36 minutes ago, CangoJoe said:Very cool! Maybe upload it into the workshop?
Yes I will, soon
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It took me 3 hours to make
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Hi, welcome to Leadwerks world
Leadwerks can do what you want.
if you are new to game design and programing, it will be a long road to go but worth. Just learn it step by step.
But I think you still need a computer with graphic card -
Sometimes, corrupted model files (*.mdl) can cause this. I had this error yesterday then I deleted my model file and reimported it then Leadwerks ran as normal. Hope this help!
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Agree, this can make Leadwerks better for beginners who want to create a beam from their start
I think, even beginners dont have any gamedev experience but when finding their first game engine, they will look for what that engine can offer, the easiest ways to solve their needs
"I want to build a gun with laser beam" / "I want to make a starwar game with a jedi running around swinging his light-beam saber"
..googling.. 5 minutes later
"Wow Leadwerks can solve this in 1 line of code, amazing, lets buy it!"
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I thought about GetDistance() before. yes, that is only one solution for this, and using entity:Point() for pulling coins to player is brilliant.
But if there are multiple objects like player (may be a random enemy which wants to collect coins too then you must collect more coins than them to win) how can those coins use GetDistance() to all player like objects and only move toward the closest one?
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Hi,
I want to make a small game in which playerObject can move and collect coins around it among stones (demonstrated in below images)
when player moves to a point, press a key to make every coins within its aura radius be collected (sucked to) by player except stones
and is there any way to get only the closest coin ?
Those stones and coins are randomly generated and not movingany idea for this ? how to make it in lua? Thanks for helping
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As my opinion, I will use decals for something which has non flat surfaces. Example, blood on a piles of stones, mud on curved edges of a car, something like that, and 2D model with transparent textures for walls, ground.
When I used my old computer, decal ate alot of FPS.
For your paper, I suggest you to use a plane with text texture.
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11 minutes ago, Thirsty Panther said:
OK I see now.
Your right in that it will keep swinging.
That's the point. It seems to be no fix for that now. How can Josh ignore this?
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27 minutes ago, Thirsty Panther said:
local joint = Joint:Ball(pos.x, pos.y , pos.z + 1,box)
When I use the above code I get the result you are after. Or if you use
local joint = Joint:Ball(pos.x+1, pos.y - 1, pos.z,box)
If you +1 or -1 the Y variable it goes crazy.
Yes it is, the reason I use "pos.y - 1" is that will make the box become higher than Joint position so when the box falls down, it will have enough velocity to traverl at least 1 round. the bad thing is its velocity was NOT decreased by gravity, and it become bigger and biger, thus it spin like hell.
if you only use pos.z + 1, you can see the box will move forever, and if you use box:AddForce(--with a big force vector--) that box will go crazy again.
It feels like mass and friction is nothing in leadwerks
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On 1/12/2018 at 2:19 PM, AggrorJorn said:
Maybe the mass is too low? For the ropes I use a mass of 10.
SetMass(10) even (100) is no use, my box still spin around the joint like crazy
this video I made a simple joint:ball with a light which has the same code and it worked properly (LE4.1 with old Newton) You can see the diffirence.
On 1/12/2018 at 2:55 PM, Thirsty Panther said:I'm no expert but aren't you moving the joint to give your box its momentum.
If you look at the example in the documentation you set the joints position then apply Torque to the object to get it to rotate.
If you remove the Y component in your script the box swings.
If you add to the X component with no Y or Z the box swings.
Is this the behavior you are looking for?
I did not move the joint, i let it stay still, and I dont want to addTorque, just leave it there, then I can simulate a hanging target to shoot. I wonder why Josh does not pay any attention
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What is wrong, anyone has any idea ?
This is not physic anymore when your object spins around like this
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function Script:Start() local box = Model:Box(0.5,0.5,0.5) box:SetPosition(0,4,0) box:SetMass(1) box:SetCollisionType(Collision.Prop) local pos = box:GetPosition(true) local joint = Joint:Ball(pos.x, pos.y - 1, pos.z + 1,box) --This makes sure that box has high velocity after dropping joint:SetFriction(200) end
And I got this, I think there is a problem with Joint:Ball (and Joint:Hinge - I tried too) of velocity and gravity interaction
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It is sad... it does not work
Note: self.hinge was created in Start() and worked fine
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function Script:Start() self.hinge = Joint:Hinge(--parameters--) self.hinge:EnableLimits() self.hinge:EnableMotor() self.hinge:SetFriction(30) end function Script:UpdateWorld() self.hinge:Release() --This make my game crash end
I used Release() on joint:hinge in the past and remember it worked, not in 4.5
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http://www.mediative.com/understanding-google-carousel-results/
I think this is useful for you I wish i can see Leadwerks up there someday !
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I suppose this is common.
When you search some general term keywords like "action movies", "love novels".. Google will show you a list of the most popular and most searched which related on that keyword
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Sometime I need something like this
if self.condition then if window:KeyHit(Key.A) then --Do a bunch of code-- end if window:KeyHit(Key.B) then --Do a bunch of code-- end if window:KeyHit(Key.C) then --Do a bunch of code-- end end
It is much clear and structurable than this I think
if window:KeyHit(Key.A) then if self.condition then --Do a bunch of code-- end end if window:KeyHit(Key.B) then if self.condition then --Do a bunch of code-- end end if window:KeyHit(Key.C) then if self.condition then --Do a bunch of code-- end end
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Thank you
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Hi,
There is something not right with window:KeyHit() function, I did mention this problem in the past but wasn't solved
This is the code
Script.condition = false function Script:UpdateWorld() if self.condition then if window:KeyHit(Key.F) then System:Print("F key pressed!!") end end if window:KeyHit(Key.L) then self.condition = true end end
Process:
- self.condition = false will make sure that when I press the F key, there is nothing happen
- then If I press the L key to make self.condition = true, the console displays string "F key pressed!".
I suppose the window:KeyHit(Key.F) is somehow "saved" and waits until the condition is met to execute code inside it.
This is annoying in some situations indeed. Here is an example:
- A door can only be opened by pressing F when a electric switch is ON.
- Player may try to press the F key to open door before he is instructed that the switch must be ON to open the door (at this point the window:KeyHit(Key.F) is "saved" as I said above)
- After turn on the electric switch, the door will be Opened by that "saved" command from Key.F hit.
- I don't want that. It should be kept closing until I press F with the turned ON electric switch.
The temporary fix is using window:KeyDown() with a boolean variable like this
Script.keyPressed = false function Script:UpdateWorld() if window:KeyDown(Key.F) then if self.keyPressed == false then self.condition = true --ANOTHER CODE self.keyPressed = true end else self.keyPressed = false end end
But this causes another problem, that is: If I replace a function to the "--ANOTHER CODE", will be executed many times because it is in UpdateWorld() function. Therefore I don't want to use this fix
So how can I execute my code only one time when I press my desired key without getting the first problem with window:KeyHit()
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Yes, it works perfectly!
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5 minutes ago, Josh said:
Is it possible to insert two different GPUs into a motherboard, and have Windows choose which one to use? It would be nice if I didn't have to physically change cards to test Nvidia vs AMD.
http://www.tomshardware.com/answers/id-3149567/completely-graphics-cards-motherboard.html
Useful ?
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I published my game as standalone version and sent to my friend to test, he gave me some ideas to fix and improve
Is there anyway to update my game without repack a whole game ? I just modify some .lua files. How can I update my game like that ? Maybe a patch to do Copy/Paste task.
If I create folders like structure inside data.zip, will it override game content ? In case it is possible, I think user can "mod" my game too hehe. Good Idea ?
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2 minutes ago, AggrorJorn said:
The weapon shooting feels really nice.
1 tiny feedback point: the options menu shows the 'on' color as red and the 'off' color as green. Personally I would swap the colors.
Thanks for your feedback! I want to warn player that all red options can affect game performance. It is kind of confused
flag animation from blender to leadwerks
in Showcase
Posted
http://steamcommunity.com/sharedfiles/filedetails/?id=1322820908
Uploaded to workshop