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Posts posted by Furbolg
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Hi Guys,
i would like to create a simple minimap/radar. But i (currently) dont find the way to go.
I want to have a 128x128 Texture, where i will update single pixels. Any of you guys have an idea ?
I've seen that in some older/blitzmax implementations there is a command "getpixels" but this one seems to be gone ?
Thanks for your help
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Im sorry, i can't send you my project because it has some unnecessary stuff for your problem in it (gamestate, world, some prototype ai management etc).
I did the following (pseudo code)
// Loading LEO::Mesh* dragon = new LEO::Mesh("abstract::dragon.gmf"); // its from 3d foin LEO::Entity* dragonhead = new LEO::Entity(dragon->findChild("Bip01_Head")); // Update dragon->Animate(frame, 1, 0); dragonhead->SetRotation(Vec3(0, -90, 0));
I dont use LoadAnimation, maybe it causes problems ?
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Hope you will (be) come back. You are really a true enrichment on this community (you have to comeback, your RPG made me hungry ). I hope Rick, Roland & co stays *frightened*
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Hi Guys, dont know if it works but have you tried to animate() and then move the headbone ?
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Interesting approach Josh, i would use a plain effect combined with auras. For example, enemy goblin has a "stunstrike" which stuns your player, to prevent a stunlock i would create an aura "aurastun" while this aura lasts on a player/object he cant be stunned again. (if you want a "safetime" after the stun, you could create another aura "poststunaura" which does the same like the "stunaura" but allows to interact)
To be more clearly, the effect "stunstrike" only does the graphic+sound and create an "stunaura" (if possible) on the object which freezes the interactions as long as its active.
Thats my idea how to manage this stuff.
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I got a seasonic 550 watt PSU (and i got reserves). Just buy a quality PSU (500-550 watts but at least ~70 € (90 Dollar)).
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You talking about Playstation 1 ?
if (answer == yes)
{
I got actually an Playstation 3 (for some games only ,uncharted, final fantasy, god of war, (last of us) etc.) and i got better graphics quality in LE2.5 then they PS3 now.
}
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Ok, thanks for explanation.
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Makes sense
One question: I guess the second parameter is the key from keyhit/press (escape, left, right etc) ? But what is the first parameter (ref int?)?
// Edit:
Correct me if im wrong.
First parameter is the key that you want to bind, the second parameter is the "action"key (jump, shoot...) ?
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OOP is a good thing but you shouldn't "over-oop", if you are a hammer - every problem looks like a nail (hope this is correct saying?).
In my opinion for an RPG/MMORPG or modable RTS an Data Driven or Component Based System is much better then doing strict oop and doing a class for every possibility.
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If you got the money, the geforce gtx 670 is the third best at the market (680/690 better). In my opinion a geforce 660 TI or 650 TI should be good enaugh (every single card i mentioned is a lot faster then your 9800gt).
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@Quast: Why you need games to see whats possible ?
Make your own image of the engine by using the demo/engine.
I dont care how much games made with Leadwerks because it doesnt give me anything. I like the engine and the community, when i got a question, i always get friendly and reasonable answers. What you want more ?
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I personally go for the download, i will make some small project to get familiar with LE3D and then convert my actual project. I dont really need a printed documentation if we get an wiki, pdf or doxygen help.
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Till 22th February would be real nice (birthday)
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@Furbolg I understand that, but there are often other systems that maybe we haven't thought about before and can learn from each other and so I enjoy talking more system design than the normal "When is LE3 coming!!!!" topics that are dominating the forums. Trying to get the creative juices and ideas flowing.
Yea i know, and its no offense. Just meaning do it instead of "try doing it perfect" (and never finish)
This community is so helpful and great, surely we learning from eachother.
ps. "When is LE3 coming ???? STFU and take my money !!!
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Some people use a "Entity Exchange", others an EventSystem and others hardcoding.
Its a question about what you prefer. There is not a "must have" system. Maybe you can take a look at an Entity Component System.
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I would use
- Global Eventsystem
( left mouse click => generate event "attack" -> animationsystem::playanimation, bulletsystem::create ..... )
- Bullet/Projectilesystem
( like Joshs post )
- Auras
( when the enemy can be frozen/burning (damage over time) or other stuff just define a "aura" and apply it to the object )
- Animation/Sequencesystem
( like the system Engineer Ken uploaded (maybe a bit more extended) in cooperation with eventsystem )
This is only my idea/approach, maybe it works also for your project.
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I've made best results with Camtasia (not CamStudio). Yea it costs a bit but its worth every penny.
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You should also remember most of this community are hobbyists.
Create a complete game with good gameplay takes time, i guess many people just prototyping and/or try some concepts before they start their real project. Or maybe they abandon their project and start new one.
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You have to set it in your system > environment variables as already told.
If you have Win Vista+, you simply can type "environment" into windows search and get the configuration directly.
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Hi Rick!
Runs smooth but sometimes the wizzards just dont aquire the target, maybe too short range ?
Intel i5 2500k 4x 3.3 GHZ
8 GB Ram
Win 7 64 Bit
Geforce 670 GTX
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Hi Guys,
And all you that do that... never ever have a 'using namespace' in a header file and you will be just fine
You can use 'using namespace' with specialised types e.g. 'using namespace std::cout;' but i wouldnt use it because it hides your dependencies.
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Hi Paratoxic!
1. void* (pointer) are evil (because you can pass everything to it)
2. if you use a reference (&) or pointer (*) then it will get the actual value but be careful.
If the pointer points to null or an undefined value (if your variable gets deleted) you will get some strange behavior/crashes and most dangerous if you do something like this :
if (myrefvalue = testvalue)
You can change the value from within your "printer" method/class easily so take care and use const
(the code above is not a comparisation, its an assignment which return true)
The code you postet is another way (to rome) and it should work.
To be honest, im an old style programmer im not such familiar with templates
Editing Texture [solved]
in Programming
Posted
Thanks Canardian, right after your post i found a similiar solution
My Solution uses a buffer im writing on (with Draw::Plot) and then draw it through drawimage. Its much faster because i dont need to update the complete buffer