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Posts posted by Sooshi
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Gameplay Question: for rotating the player are you using the mouse or the keyboard?
The mouse..
Very cool man! You are coming along nicely with this. Keep it up.Hey thanks Rick!! How is everything going on your end?
yea looks AWESOMEThanks Pancakes!
dum duh duuhda-de de de de de-de-de-de
dum duh duuh
da-de de de de de-de-de-de
pow pow pow
KABOOM!!(grenade launcher)
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Another update...
You must stay alive while trying to collect as many coins as possible for the highest score.
In this video I chose not to allow the players health to decrease because I would have probably died lol. I wanted to focus on showing how the game plays so far.
The core gameplay is almost complete then I will be adding particles, animations, better GUI and artwork, this is where the game will start to shine.
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You can draw 500000 lines in immediate mode with decent FPS on a GeForce 8800GTS.
wow really?
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I salute you NA, you are very talented. I cannot wait to see your game when you are able to show it. I will definetely support you and all of your hard work...
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Zeus can come whiz on my scenes anytime if it will help them turn out this awesome . Great work Ubu.
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Here you go Broken Pillar, I thought you might find this helpful...
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holy **** that model is dead on the $, I have always found rims the most interesting part about car modeling. Good Job bro..
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that music is pimp, I was almost about to bust out a rhyme but I had to contain myself.
#1. A suggestion, the suns hue is too yellow, it looks like Zeus took a whiz on your scene. If you tone it down just a notch and add an ambient complimentary. It would be more visually appealing in my opinion. Again, this is just my opinion....
#2. Where did you get those house models?
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Looking great! The monster AI setup reminds me of gothic(1/2) in many ways, ..they also made it so animals react to other animal types / NPCs, sort of like a food chain, .. while it was very basic it added a lot more depth as you could use it to your advantage or just resulted in some funny moments. Just something to consider for your implementation ..if you haven't already
Yea I totally agree, that would add much depth to the gameplay. Your setup you have right now is quite nice tkunze...
Also if you dont mind me asking, what other monsters do you have setup for this game? I am such an RPG fanatic lol so I must know. Leadwerks is a game engine and thats what you are using it for, good job on this project dude and please keep it going..
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well said Naughty Alien, you gota stay persistent
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I saw this yesterday, I thought it was good. But I think you are right, it is too much. Who needs a sandbox game that lets you fly the milky way? Thats too much lol.
But the concept of flying from planet to planet in real time is cool. I wonder if Mass Effect 2 has a feature similiar to this...
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paint the town red, blue, green AND yellow...
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I think blender is the right choice for you..there are tons of tutorials that can get you started learning everything there is to know about blender. You may find the UI kind of overwhelming at first. But just focus on the tutorials and you should be fine.
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Nice. That'll be some scary stuff right there. I like it! Zombie games are freaky.
Yea I am shooting to make the game really intense and action packed, trying to build a high-fun factor for the game.
I have a little update on another weapon I implemented in the game.
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I also like Morrowind and Oblivion. So the game is intended to move in this direction
(of course with a smaller world).
I created a RPG Framework where i can set up npcs, dialogs and quests in an graphical user
interface. So far i only support standard quest types like:
Kill NPC or Monster
Beat NPC
Bring item to
Get item from
Talk to NPC
Visit place
But that way i can add new quests very efficient. The framework also covers dependencies.
e.g. a quest must be finished before creating a new one...
That is awsome tkunze, your models look great too...
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This is freakin awsome!! I loved oblivion...reminds me so much of it.
What kind of quests do you have lined up tkunze?
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took some time away from the art assets to implement weapon spawning and random zombie spawning functionality...
Once I attach the proper meshes to the player and NPC's. The zombies will come out of the grown and then begin to chase the player rather than pop into the scene at an instant...
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thank you all for helping me out, got it working now. I really really appreciate it!
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Nice, thanks Aggror and ZioRed, I am going to give these a look over..
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basically it boils down to this..
what do I need to do so that my game can be installed on other peoples computers with an icon on their desktop to launch my game?
is there an official leadwerks way or method of doing this? I need a tutorial or an explanation, a pdf..... somehting, that gives me an example from A-B on doing this...
And quite personally, I dont understand why this topic has not ever been discussed before hand in the forums or in the documentation. All games must be compiled, so there needs to be official documentation on how its done just like there is official documentation on how to export to a gmf ......
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You can name your main file as start.lua, then compile it in the Script editor (you should then have a file start.luac) and finally you can directly run "Engine.exe" without parameter (since it searches for "start.lua" or "start.luac" file to run when no file is passed as parameter; if you use the compiled .luac script then you don't need to distribute the .lua file).
I think the best way of doing your setup is to use some setup software, for example InnoSetup. I haven't still used LUA as base code for all the application so it may be I'm wrong, but I think it should be the way.
Hey man thanks for your help, but I have another question if you dont mind.
I have named my file to start.lua and placed it inside the SDK folder, and I can run the engine and my game runs automatically. But what do I do to distribute it? What are all the files necessary that I need in order to make it its own exe? All I want really is to distribuit it so people can install my game onto their HD with an icon on the desktop to launch the program, so what would be all the files that I need to put together in order for this to work?
Also Is there an official method that all leadwerks users use to compile their games into a standalone exe?
Thanks for helping me out ZioRed
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Just saw Zombieland last night. Love zombie movies & games. Just something about the idea of if you would survive a zombie attack or not is so enticing.
Yea I just saw it for the first time not to long ago as well, funny movie lol..
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I do not know the name of the show. Was looooong time ago (5-6 years)
Oh man bummer, if you happen to find it out, let me know...
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after spending some time trying this method, it does not seem to be working.
I hit the compile button in the script editor it generates my LUAC file, but what next? What are the necessary files that are needed to bring it all together to make a standalone exe? Is there a turorial I can read somewhere to get my game compiled? There is like nothing in the forums or worse, no info whatsoever in the documentation section.
I figured this would be a very important topic to document, can someone please explain in a very simple way whats needed to be done for me to have a clickable icon of an exe on my desktop of my game demo...
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Yeah, on a sidenote you can also use an installer, but then it needs an additional step for the user to install it, which is however intuitive for windows users (Linux users are used that programs just "installed" by the global package manager). I prefer programs you can just copy and run.
Thank you kindly Lumooja!
STRANDED - The Game (WIP)
in Showcase
Posted
Man Pixel, I hate to see you go dude, best of luck to you...
And judging from your "screenshot", your game looks amazing
Damn I just realized something, ive only been using Leadwerks for 4 months ..im such a newb