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Furbolg

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Posts posted by Furbolg

  1. Thanks Canardian, right after your post i found a similiar solution rolleyes.gif

     

    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 smile.png

  2. 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 smile.png

  3. 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 ?

  4. 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.

  5. 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.

    • Upvote 2
  6. 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).

  7. @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 ?

  8. @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. smile.png

     

    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 !!! ;)

  9. 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.

  10. 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 sleep.png

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