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Raul

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Posts posted by Raul

  1. Hi all,

     

    Long time, no see :)

     

    I do no know how to start this topic. I am Raul, some of you maybe remember me from 2 years ago I think. I made a Leadwerks pause because I was working on my games. I had to try making some money in order to be able to continue this hobby.

     

    Meanwhile I discovered BlitzMax and already made a game for MacOS (now is on QA) and I remembered Leadwerks has a BlitzMax wrapper so I decided to start over, because I really like BMX and I found it easy to use.

     

    I see LE3 is coming up, so there will be some changes here in the future.

     

    Now I will let you because I have to install 2.5 and start playing..

     

    R.

  2. I got the bad guys pack (21). .x files so easy to convert. The only thing I don't like is that I can't find any sort of animation key that gives the frames and what animation name they would be. Kind of sucks if I have to go through that and figure that out on my own.

     

    Too many problems as I already said. I decided to make some custom models. I will talk with some freelancers for this. :D

  3.  

    And one thing i would like to mention is that possibly not all packages ship .X files. Some of them might run only with FPS Creator!!!

     

    You see? This is bad for business. I mean I might buy something and then I find I cannot use. I know the Zombie Pack will work, but I speak in general.

    If you want to sell something to me, you should try to make my life easier :)

     

     

    And one more thing.. I do not have a Unwrap3d license and this way you force me to buy that program... this mean other money. Their BUY NOW link does not even work :)) "XML Parsing Error: no element found"

  4. No, I did not bought the pack yet because I need GMF files not other formats :)

     

    I will PM tkunze and ask him if he can help me converting to GMF. If the response will be affirmative than I will definitely buy.

  5. Also when you talked about fw:update and you said we should use in the loop the "UpdateTime" command when not using fw, you could write it there. the impact would be bigger :P

     

    now, is this technique used also in moving the mouse? because as i said earlier here http://leadwerks.com/werkspace/index.php?/topic/3000-equal-game-speed/page__pid__27733#entry27733 , i have this lines:

     

                //rotation by mouse
               int mx = Leadwerks.Graphics.Width / 2;
               int my = Leadwerks.Graphics.Height / 2;
               dx = Leadwerks.Math.Curve((Leadwerks.Mouse.X - mx) / 4, dx, (float)(3 / Timing.Time));
               dy = Leadwerks.Math.Curve((Leadwerks.Mouse.Y - my) / 4, dy, (float)(3 / Timing.Time));

     

    and the move is not too smooth like in C++

     

    and if I try to to use 0.2 * Timing.Time, I only have a blank screen...

  6. I think I have an issue. In c# I used:

     

                //rotation by mouse
               int mx = Leadwerks.Graphics.Width / 2;
               int my = Leadwerks.Graphics.Height / 2;
               dx = Leadwerks.Math.Curve((Leadwerks.Mouse.X - mx) / 4, dx, (float)(3 / Timing.Time));
               dy = Leadwerks.Math.Curve((Leadwerks.Mouse.Y - my) / 4, dy, (float)(3 / Timing.Time));

     

    I tried to use 0.2 * Timing.Time but I only have a blank screen...

  7. thanks for the help.

     

    yes, I will add those 'get' and 'set' functions ASAP. i wanted first to test it to see how it works in general..

     

    One more question.. In c++ I had this line:

     

        dx = Curve((MouseX()-gx)/4.0,dx,3.0/AppSpeed());

     

    Is for C# something similar to AppSpeed?

  8. It's not a LUA script. It's c#:

     

    using Leadwerks;
    
    namespace rvlFPSLeadwerksCsharp
    {
       class cPlayer
       {
           Controller playerController = new Controller(1.8f, 0.45f, 0.3f, 46f);
           public Vector3 playerRotation = new Vector3();
           public Vector3 playerPosition = new Vector3();
           public Vector3 playerHeadPosition = new Vector3();
    
           float playerMove = 0;
           float playerStrafe = 0;
           float playerJump = 0;
    
           float dx, dy;
           float cameraPitch, cameraYaw;
    
           public void createPlayer() 
           {
               //controller
               playerController.Mass = 100;
               playerController.CollisionType = 1;
           }
    
           public void updatePlayer()
           {
               //rotation by mouse
               int mx = Leadwerks.Graphics.Width / 2;
               int my = Leadwerks.Graphics.Height / 2;
               dx = Leadwerks.Math.Curve((Leadwerks.Mouse.X - mx) / 4, dx, 6);
               dy = Leadwerks.Math.Curve((Leadwerks.Mouse.Y - my) / 4, dy, 6);
               Leadwerks.Mouse.Move(mx, my);
               cameraPitch = cameraPitch + dy;
               cameraYaw = cameraYaw - dx;
               cameraPitch = Leadwerks.Math.Clamp(cameraPitch, -89, 89);
    
               //rotation player
               playerRotation.X  = cameraPitch;
               playerRotation.Y  = cameraYaw;
    
               //movement
               playerMove = Keyboard.IntKeyDown(Key.W) - Keyboard.IntKeyDown(Key.S);
               playerStrafe = Keyboard.IntKeyDown(Key.D) - Keyboard.IntKeyDown(Key.A);
    
               //controller input
               playerController.Update(playerRotation.Y, playerMove * 3, playerStrafe * 3, playerJump, 500);
               playerPosition = playerController.Position;
               playerHeadPosition = playerPosition;
               playerHeadPosition.Y = playerPosition.Y + (float)1.8;
    
           }
       }
    }

     

    I call player.updatePlayer in the main loop..

  9. Okay so here is my code for loading the map:

               Scene myScene = Scene.Load("abstract::map_1.sbx");
               Leadwerks.World.Current.Gravity = new Vector3(0, -20, 0); //??? need to have a look

     

    I am pretty sure I do not use the World object right.

     

    I have a FPS Controller (made from the LUA and C++ tutorials - works fine on C++) but my Y position rise up frame by frame. Where is my mistake?

  10. First, Josh did not ignored you :D He is quite a busy man and he respond when he is having time. However, for any problem you should always use the forums.

     

     

    Now, regarding your issue you should tell us what language do you use (I assume C++) and maybe post here the code you wrote to load and render the scene. This way will be easy for anyone to help..

  11. When I was learning Leadwerks and C++ I have started a little project (a FPS)

     

    In my player class I have a void:

    void cPlayer::CreatePlayer()
    {
    //controller
    PlayerController=CreateController(1.8,0.45,0.3,46);
    EntityType(PlayerController,1);
    SetBodyMass(PlayerController,100);
    .
    .
    .
    }

     

    Now I am trying to translate this one in C#:

     

    I used:

       class cPlayer
       {
           Controller playerController = new Controller(1.8f, 0.45f, 0.3f, 46f);
    
           public void createPlayer() 
           {
               //controller
           }
       }

     

    Now I should call the EntityType and SetBodyMass functions. But if I call Core.EntityType I receive the IntPtr error. How should I manage this one?

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