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Alienhead

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Everything posted by Alienhead

  1. ** slaps self..** was on x64
  2. Will LE 4.6 ProEdition work with vstudio 2022? or must I revert back to 2017? I keep getting this in 2022 - 1>LINK : fatal error LNK1104: cannot open file 'libcryptoMT.lib' 1>C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.CppCommon.targets(1096,5): error MSB6006: "link.exe" exited with code 1104. 1>LINK : fatal error LNK1104: cannot open file 'libcryptoMT.lib' 1>Done building project "Ctest.vcxproj" -- FAILED.
  3. Ty, a little bit of both actually.. I had to trim a lot of it out so it would still work nicely with the vegitation system in LE. I'll show some specifics when I clean the code up some, this was all an experiment until I actually got it all working together, now it's time to go back over the code, clean it up and optimize in a few places. I don't want to keep clogging up the forums with these pics so I'll host this one, I got light filtering on in this pic, as well as the trees spawning foliage in their areas. http://abinary.life/temp/light.png Give me a day or two to clean up some areas and I'll youtube a video of the grass in motion. Cya !
  4. Finally got my zelda-like windwalker grass shader working. I'm in the process of making the grass lay over when walked upon. I got close to 10k grass patches, animated and working with the LE veg layer system. This screenshot was taken on my test system using an elder 750GTX card and its capping between 55-60fps in gameplay time. I'm currently writing a script that will place semi - dead, yellowish grass around the tree bases, falling leaves and fire fly sparkle emitters. More later !
  5. strafe plus move detect : if ( down or up ) and ( left or right ) then move = move / 2 end Long day, wrong forums.. Sorry : )
  6. Found it.. After a full day of combing code, the problem was an alpha layer in the grass texture itself.
  7. Hey guys, I'm working on an interactive grass shader but ran into a small snag. I can't figure out why or where the red is coming from when a mesh is behind or beneath the grass geometry. Is this caused by pixel error? as in the sampled pixel is out of bounds?
  8. Completely new light, lightmapping ( enviroprobe ) and light effects.
  9. I'll try and put some example code up later this week, but to get you started I'll tell you that it's all pretty simple, I used lerp's to get the angles and bounces. Most of its done with shader however. function LerpNumber(p0, p1, a) a = math.min(a, 1) return p0 + ((p1 - p0) * a) end
  10. For starters, I love the 'arcade' genera. It was my favorite as a kid and still remains. For a very long time now I have been wanting to try something, more of an experiment rather a game project. Thanks to Playniax inspiring me with the Galaga Essentials pack and my main project, defendTHIS!, on hold while engine changes take place - I decided to experiment. What started out as a few ideas tossed together quickly became a full blown project for me. I am attempting to take 4 games from the past, Space Invaders, Defender, Galaga and Zaxxon and mix them all together, modernize the gameplay and do it all in 3D. After a few months of playing around I have finally got a few playable levels under my belt. And it all seems to mesh and work together, surprisingly enough. This is my current ( 6 month ) project, I won't spend any longer on it but I don't think I'll need to. I'll post another worklog next month for completion comparison. Here's what I got working so far.
  11. https://itch.io/refinery As mentioned, it's their version of Steams Early Access, they say the method of Early Access is a broke system and the refinery is a way to correct what they believe is right. I've only begun with the refinery, but I'll be more than happy to post back results as time presses on. Quoted from their website: "itch.io refinery is a customizable toolset made for developers to distribute their unfinished games, build a real community and gain useful feedback. We think early access is broken, and this is our solution."
  12. Has anyone around here any experience or tips on using Itchio's Refinery toolset, It's suppose be similar to Steams Early Access. I spent the morning reading over it and setting up my page, just wondering what I may be in store for. Here's the link if you'd like to see the LE game I'm going to refine. https://abinarylife.itch.io/ftype-defender Thanks.
  13. Much appreciated. I've decided to place defendTHIS! project on hold until Ultra gets it's editor and stuff.. I'm going to move defendTHIS! over to Ultra. In the mean time I'm finishing up my Galaga clone in LE, got about 2 months left on it - or less..
  14. I was able to build me a less dramatic effect using less shader commands.
  15. I set it as Posteffect, but nothing happens, then I am unable to move the camera around in the editor, nothing happens. I remove the effect and operations resume as normal. No error on the bottom where you normally see errors when applying a bad shader.
  16. This is the post effect I was going for - https://www.shadertoy.com/view/ldjGzV
  17. It gives no error when I place it in Posteffetcs in the editor, but attempting to move the mouse or move around in the editor creates a jaggedy pause like.
  18. Hoping someone might spot instantly what I cant find wrong with my shader.. it won't run under LE. Thanks for your time. SHADER version 1 @OpenGL2.Vertex #version 400 #define MAX_INSTANCES 256 @OpenGL4.Fragment #version 400 #define BFN_ENABLED 1 out vec4 fragData0; uniform float currenttime; float time = currenttime/1000; uniform vec2 buffersize; uniform sampler2D texture1; uniform bool isbackbuffer; float range = 0.05; float noiseQuality = 250.0; float noiseIntensity = 0.0088; float offsetIntensity = 0.02; float colorOffsetIntensity = 1.3; float rand(vec2 coord) { return fract(sin(dot(coord.xy ,vec2(12.9898,78.233))) * 43758.5453); } float verticalBar(float pos, float uvY, float offset) { float edge0 = (pos - range); float edge1 = (pos + range); float x = smoothstep(edge0, pos, uvY) * offset; x -= smoothstep(pos, edge1, uvY) * offset; return x; } void main(void) { vec2 uv = gl_FragCoord.xy / buffersize.xy; if (isbackbuffer) uv.y = 1.0 - uv.y; for (float i = 0.0; i < 0.71; i += 0.1313) { float d = mod(time * i, 1.7); float o = sin(1.0 - tan(time * 0.24 * i)); o *= offsetIntensity; uv.x += verticalBar(d, uv.y, o); } float uvY = uv.y; uvY *= noiseQuality; uvY = float(int(uvY)) * (1.0 / noiseQuality); float noise = rand(vec2(time * 0.00001, uvY)); uv.x += noise * noiseIntensity; vec2 offsetR = vec2(0.006 * sin(time), 0.0) * colorOffsetIntensity; vec2 offsetG = vec2(0.0073 * (cos(time * 0.97)), 0.0) * colorOffsetIntensity; float r = texture(texture1, uv + offsetR).r; float g = texture(texture1, uv + offsetG).g; float b = texture(texture1, uv).b; fragData0 = vec4(r, g, b, 1.0); }
  19. if you didn't get a chance to download Leadwerks game Essscape! last month, I've have setup my official Itchio page containing this game and it's a free download until Jan 31 2023! so don't delay - come get your copy! ** This game placed 3rd in the Syntax bomb competition https://abinarylife.itch.io/essscape
  20. I need to append some text to the end of a file, I couldn't find any append to file functionality for this so I created a work around.. -------------------------------------------------------------- function CreateNewProfile(fname) -- add profile to master profile list local f_masterlist = FileSystem:OpenFile("saves/index.hdr") local f_temp = FileSystem:WriteFile("saves/temp.file") while (not f_masterlist:EOF()) do local readit = f_masterlist:ReadLine() f_temp:WriteLine(readit) end -- append new profile f_temp:WriteLine(fname) -- close files f_masterlist:Release() f_temp:Release() -- delay(1000) -- delete and rename master list files FileSystem:DeleteFile("saves/index.hdr") FileSystem:RenameFile("saves/temp.file","saves/index.hdr") end The read and writing works fine but it will not delete the old file and or rename the new file. ** Note: I have sandbox off. Is it safe to use lua's i/o commands? -- Opens a file in append mode file = io.open("test.lua", "a")
  21. Hi, I've been searching for awhile now and have ran across limited success. I'm attempting to write some functions either in C or c++ and compile them for use with leadwerks luaJit. Before I continue any further I wanted to ask if it was even possible to call dynamic linked library functions within le/s jit compiler? Thanks.
  22. After giving up trying to get my native joystick support to work properly I stumbled across this jewel. https://joytokey.net/en/ In less than 5 mins I had joystick support in my LE LUA projects. Posting this for anyone else wanting a quick and easy out for jstick support.
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