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xtreampb

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Everything posted by xtreampb

  1. So i just got confirmation that my bug is currently being worked on and should be fixed with the next bug fix release. I think this came about due to my post talking about a few of the physics bugs. I also fixed one of my bugs that was causing a lot of issues. I was using a double variable to store the amount of damage being dealt. When i converted that to an int variable, all of a sudden all those minor collisions were no longer affecting the amount of damage being dealt to each other. with this information, I feel as though I can use LE3 again to create Kings. I am glad for this as it will allow a larger customer base. It will also allow player to compete against one another, regardless of their platform. I don't understand why people on windows can not play with/against people playing on apple. TCP/IP and UDP are all industry standards and don't rely on OS specifics. Would anyone like to enlighten me on why people on different OS platforms aren't typically able to play with/against one another?
  2. so has this been reported as a bug?\ Edit: NVM this is the bug report...i forgot what forum i was in
  3. So i have a squared model as in it isn't rounded in any way. I generated the shape file for it in the editor. IDK if this has anything to do with my bug report i posted here but when you run my exe, press the enter key and wait for all objects to either stop, or fall off screen. keep doing this until you see the middle right side 'piece' start to roll. I've seen it roll in a complete circle. to download, use this link.
  4. have you tried dragging the obj file into the models folder of your project. It should automatically detect and create a new file with the MDL format.
  5. I think that josh is revolutionizing game engines.
  6. Below is a primitive list of features that kings will have. Please leave comments asking questions on how they may work or any features that you would like to see added or removed. The objective of Kings is simple. To build your own castle, and to destroy your opponents before he/she destroys yours. You challenge friends which will cost IGM (In Game Money) which is specified by you. It works like a bet. You bet your friend x amount of money that you can beat them. If you opponent agrees to the duel, then x(x) is up for grabs and the winner takes all the money plus experience for winning. Your opponent can deny and will lose x/2 of the bet. Opponents can challenge each other when they are in the same tier, or higher. This is to prevent bullying by higher levels. Once on the battle map, your castle will be loaded and so will your opponent. Once in game, everything acts in real time. you select a cannon and fire. Items that can be fired will be different types depending on what you have unlocked, and purchased. Items that can be fired will also depend on what type cannon you are shooting from. Cannons can also have enhancements added to them to do things such as fire shot which light your items on fire which will have effects i don't wish to disclose at this moment. Before you challenge anyone or accept a challenge, you must first build your castle. your castle is built based off items you have unlocked with your experience points and have bought with your IGN. IGN is only achieved via winning duels and a daily login reward. No need to actually purchase money using your hard earned bucks. With that...here is my feature list. This goes into unneeded details as this also serves as the progression to final product. I have to be able to load from my computer before i can load it off my friends computer.: Realistic block destruction realistic building destruction ability to build structure Ability to limit what is built using building inventory Ability to add to building inventory by buying blocks ability to limit what is bought for building inventory by unlocking with experience points Ability to limit what items are launched by combat inventory ability to add to combat inventory by buying items (unlimited base item) ability to limit what is bought for combat inventory by unlocking with expierence points ability to save structure on local computer ability to load structure from local computer ability to challenge people by typing in IP address ability to load opponents model off their computer Steam integration: Ability to use steam lobbies Addition of achievements ability to save structures on steam cloud ability to load structures from steam cloud Ability to use steam matchmaking Tie all game information to steam profile. If you have any questions of would like to add something let me know. ~Xtreampb~
  7. So most people have seen my game WIP "castle defense", which i'm giving code name "Kings", in the asset store. This was created with LE 2.2 as my machine at the time could't handle LE 2.5. This was to get my mind started on game programming before LE3 was released. I was ecstatic when LE3 was released as this meant i could write with one code base for windows and mac. I couldn't care less about mobile platform support. Even before there was a mention of Linux support i predicted that one of Josh's secrets was Linux support. I turned out to be incorrect but now with LE3 supporting Linux, I'm excited that I could be one of the developers that helps get the ball rolling on Linux game development and blast open that market. All of this with one code base in native C++ code on top of all that. That all brings me to this. I'm attempting to get kings on the market to help fund some other ideas going on. Because LE3 is still getting a foothold, and the possibility of having to buy Linux support, and defiantly having to buy the OGL4 renderer, i don't see it feasible to continue developing kings using Leadwerks 3. I've also ran into a few physics bugs that have been reported to the community, and i'm sure are being worked on. My current plan is to develop kings using LE 2.5. once done and published, I will redo the game using the latest version of Leadwerks 3, using the revenue I receive from the sales to release the game for all desktop platforms available. I'm going to have to start my code over from scratch as when I moved from my old machine to my new one, the code got lost. That is a good thing however as this will allow me to start fresh and do it right this time. With each new feature working, i'll post an update to the WIP in the asset store, and create a blog entry. Once i get a satisfactory demo working, i'll post a steam greenlight and kickstarter campaign, so BOLO (Be On the LookOut) for those to come in the future. Any critiques both good and bad are welcome, so bring it all on ~Xtreampb~
  8. yay more undocumented API commands...
  9. i agree with aggror, and fantasy allows for more imaginative gameplay because people are criticizing, "the M16A2 isn't that inaccurate" and such like that
  10. i edited my last post, it is attached now
  11. ensure that all pointers that are being created and assigned are you have a var for so that when you are done you can delete them. so like Class *mClass=new Class(); will need to have this when you are finished with it: delete mClass; OS X instruments tool set has memory usage profiling. it is called something along the lines of malloc debug or something along those lines. you can attach your app to the malloc process right in the xCode editor
  12. uh oh...josh has some surprises up his sleeves...better watch out
  13. apparently my zip file didn't make it. Attempt to attach again... Edit: Oh there is an "Attach This File" button i forgot to press i removed the executables so you are going to have to build this yourself...
  14. To continue the thread located here attached is the project that demonstrates the error in the constructor of cobblestone, if you change the "setmass" from 1 to 0 for models P1 through P8 then the problem is resolved. Just make sure to un-comment "setmass(1);" in the break function for models P1 through P8. Press 'enter' to throw a stone once they have collided a few time the full model disappears. when you set the mass to 0 in the constructor and in the break function set the mass to 1, it behaves as expected. ~Xtreampb~
  15. so excited that leadwerks may be on a 'console' allowing indie developers and hobbyist to make 'console' games. I just hope that leadwerks doesn't try to take on too many challenges before a full LE3 is developed and that the original LE2 community and backers don't get left behind.
  16. Just going to throw in my 2 cents here... I personally don't agree with having to pay for the updates but that is the decision of josh and his staff. my only concern with paying for updates is this...please keep in mind that this is an example and not based on the road map or any features i have Leadwerks 3.0 and josh release 3.1 that has terrain. I don't want terrain so i don't buy it. Josh then release 3.2 that has OGL 4. I want OGL 4. Does this mean i have to buy 3.1 AND 3.2 or could i just buy 3.2. When you start selling features individually they don't really take on true versioning in my opinion because customer will pick and choose what features they want so if there are 'versions' 1-9 and i want/have versions 2, 4, and 7 then what version do i have? I'm not sure the LE3 was designed to operate this way. To allow users to pick and choose what features. It shouldn't be to hard to implement, have certain source files for certain features and your product key has the features you have bought linked to it. when you update, like you do now, only downloads what is linked to your account. Edit: Then error and bug reporting would be a nightmare. Some features would add bugs old 'versions' and trying to see what combination of what features would cause bugs and on what scale. it starts turning into the 'goto' sphegitie code of debugging.
  17. hey josh I don't know if this would be possible but could it be so that the ones with the least errors are default and then when things need to be changed the user can open an advanced navigation window and the user changes the settings themselves. After setup, might make take a little off your workload. Again not sure if possible, and it is your software.
  18. no it raises errors...i've been trying to use it to remove a collision hook as shown above. How are we supposed to use it @Josh
  19. @Aggror i've tried with out the void pointer cast and it throws compiler errors just like if i didn't do the void pointer cast when I add the hood. @ZioRed thanks for that I didn't even see the warning in the comments
  20. xtreampb

    LCP 2.0

    if it isn't too late i would love to get some experience with this. I'll embrace the LUA.
  21. I called it. I saw this happening back when LE3 was still in development wooo. Good job Josh i also do believe that linux has a good potential for game development due to the users that use the OS and playing games. I would support you but it comes down to a decision between supporting LE on Linux or paying for the models to make my game and push to win/mac. I'm trying to expand the game base that leadwerks has made
  22. So i my code i am registering a collision hook like this this->Full->AddHook(Entity::CollisionHook, (void*)CSColl); this works fine. in this collision hook when a certain statement is true i remove this hook like this this->Full->RemoveHook(Entity::CollisionHook, (void*)CSColl); my problem is that this remove hook throws a runtime error. am i doing this right?
  23. the change from 0 to 1 is what puts the strain on the computer
  24. So according to the documentation here hidden entities are not supposed to collide with anything. I have 8 models being loaded, hidden, then shapes loaded. Doing some investigation, with a lot of help from rick, we (he) discovered that when the mass was set to 0, the entities didn't react to one another. As soon as we added a mass of 1 to the entities, they reacted to one another while still hidden. my current work around is to maintain a mass of 0 until i display the models. this isn't ideal and puts additional strain on the computer. Hope this is enough information. If you need anymore just let me know and i'll be happy to help. ~Xtreampb~
  25. Is there a way to view the physics bodies while my game is running. I got some weird things going on with my physics shapes. Being able to see them would really help me out. ~Xtreampb~
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