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Road Kill Kenny

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Everything posted by Road Kill Kenny

  1. @Everyone. Thanks I'm don't understand what this means? what's 'ancounter'. Whats basiclaly like "game of death". I honestly can't understand what this line says. :|
  2. This is the game that I have been working on creating. I recently got to a point where I can start adding in game play elements so I thought I would post how things are going. The game is called Elemental. I'm going to leave the in depth explanation for the video but for a 1 sentence sum up, Elemental could be called: 'A game with the fast paced feeling of an FPS but with a mmo pvp style combat system on steroids.' Sounds confusing? watch the video to find out what I mean. Note: This is not an mmo in anyway (just thought I'd clear that up) The idea for this game stems from a few things. 1. People who love mmo's but don't have the time to grind levels and gear. 2. People who love fast paced PvP but again don't have enough time to grind levels and gear so that they can compete. 3. Not limiting players but allowing them customisation on a level that is not about the look of your character but how your character plays. 4. more.. but watch the video to get an explanation.
  3. 1. Export the part you want to have collisions in .obj format. 2. Open phygen 3. Choose CollisionTree from the drop down box 4. Choose your .obj file you just made 5. Create the .phy file using phygen 6. Live happily ever after
  4. Perhaps you could set a trigger in the callbacks that causes them to not do anything if the game is in a paused state. Just an idea
  5. No that's fine. I know what it does. I'm just confused by what you were saying. "the game doesn't update for me unless I move the window" not sure I understand what you mean by that because it sure doesn't do that on my computer. Probably just a misunderstanding lol
  6. Very cool idea. It would be nice to see the latest and greatest from the projects that in their later stages. I think you pretty much summed up what would be good in it in your first post: 1. Video 2. Screenshots 3. Bio / Features 4. Latest news (for that game) section. From what I gather from your tone (lol tone...) it would be more about the game and less about the technical things? Am I corret?
  7. hehe Awesome. So I guess I'm a tough cookie.... hehe Actually you are right... Australians are a brutal audience when it comes to games it seems.. Though I've never felt that way myself.
  8. Huh? Flip(1) means v-sync is on. Flip(0) v-sync is off Also Clackdor you can completely eliminate pic number 2 if you use multiple raycasts. as shown in the following picture: Note: When I say in the pic fire 4 'arrays' I actually mean ray-casts lol. Off course this is just my method and by no means the only way. However, it does eliminate any possibility of things being clipped on the sides above and below.
  9. Cool. Nice find. I think it is rather silly how they are trying to sue people that put their stuff in video games when its not a major part. These are things that people see in everyday life. Though I do agree on one point. if the draw of the game is the fact that you can drive a Ferrari 'whatever' then that is a different story.
  10. This is pretty cool. So just a question. Would my RakNet in Leadwerks tutorials be better off in the Asset Store. They are mostly video tutorials on Youtube with downloadable examples in case the user gets lost.
  11. I don't know if there is an "official" way to do this... Maybe cycling through all bodies and setting the mass to 0 on pause and then, setting them back to their normal values after pause..... This is just a guess. I have no idea if it will work. Perhaps try this - On Pause: 1. Record all Velocities & Omegas. 2. Set Velocities & Omegas to 0. 3. Turn off Gravity On UnPause: 1. Set the Velocities, Omegas back to normal. 2. Turn on Gravity Neway it sounds like a messy way to do it but I guess it could work. Dadonik was trying to pause physics recently. Not sure how far he got with it.
  12. The DrawImage() command takes 5 inputs: - image path - xPos - YPos - XDims - YDims Now this is how you draw a healthbar that dynamically scales with health DrawImage("abstract:HP_Bar.dds", xPos, YPos, XDims*(HP/maxHP), YDims); ^^ so thats the code for a dynamically changing Health bar. Your player class will have to have the variables for HP and maxHP. Now for taking damage.. It really depends what type of game you are doing because there are a number of options. However, basically the concept is the same. Losing health is just a reaction to an event and as said in the above post that even could be colliding with another body at a velocity (eg. 5m/s to 10m/s does x damage.... or you could make it a function of the velocity eg) if(velocity>2) HP -= 2*velocity^2; (You would have to convert velocity to a scalar instead of a vector for this to work) Something like that. 1. So figure out what your event trigger is for causing damage. 2. Find a way to determine it that event has occurred, 3. Come up with a function or method for determining damage from that event and then, 4. Subtract the damage from the HP
  13. I have no idea what happened but I opened up my test for this today and it worked even though I haven't changed it since I made it... lol really wierd. So I tested my game again and it was working... so I guess this is solved for now.
  14. Yeh you don't say...... I wasn't asking a question I was making a statement.
  15. I love the TForm commands. Epicly useful.
  16. Very cool. I would be interested to see how much it affects performance. Hopefully not too much XD
  17. So for the bicycle example you make 1 frame and 1 wheel. Then you code the LUA script for the frame to load two wheels to positions relevant to the frame and parent them to the frame on Initialization. So yes multiple gmf files. That way you can have a separate origin point for each of them. Essentially you have one "model" and you load 1 mesh and paint it... Unless the fan is also a model with some LUA code and a .phy file. You can really do it whichever way you want but its best to have separate .gmfs. thats the was I do it at least.
  18. Hi all, I was wondering if anyone else has had this issue since the last LE update. Whenever I call the EntityCulled(TEntity, TCamera) my game crashes. I only use this in one part of my whole game for which I have not changed at all since I wrote it so I decided to do a simple test which basically consisted of the most simple thing as follows: int checker; TCamera cam = CreateCamera(); TEntity cube = CreateCube(); checker = EntityCulled(cube, cam); Every time without fail it crashes and points me to the EntityCulled() function... or should I say with fail.. lol. Is there an un-documented change. Is anyone else having this issue. Its just odd because it used to work perfectly for my targeting system and suddenly I can't even use it on a cube
  19. Hmm TForm Point & TForm Vector basically convert the point or vector from one objects orientation to another. So for example: Player A is in position (1,1,1) and Player B is in a position (5,7,2) relative to the global point (0,0,0) so if you use TFormPoint between Player A & B with B as the source and A as the destination point you will get the Position of Player B relative to player A and the point will be (4,6,1) So that the general jist of it, however that is assuming that Player A's rotation is (0,0,0) also. Its all about converting positions vectors etc. relative to certain objects. I'm not sure how you would use it to turn your fan around a new origin. Maybe others have the answer. Personally I would just have them separate and change the origin of the fan to its center. Then write some LUA for the Base that basically loads the fan when it is loaded and turns it. Hope that makes sense. There may be a better solution not sure tho.
  20. BP lua = GetLuaState(); lua_pushobject(lua, fw); lua_setglobal(lua, "fw"); lua_pop(lua,1); and so if there is an object that you load in C++ that you want to access in LUA you need to set it as global SetGlobalObject(object); Now all your LUA code should work when you load the model in c++ or via LoadScene().
  21. Basically instead of giving your camera collisions you are effectively giving your camera "sensors" instead. Using 'ray casts' or 'entity picks' you can fire out sensors to check if there is an object between the player and the camera. If the ray cast or pick hits something then you have move the camera closer by a distance. You have to calculate this distance from values you obtain from the raycast. Neway thats the jist of it though its a bit more complex than that because you have to check to a point behind the camera or else ur camera will cull a wall or something.
  22. I had 3 computers in a room, 1 on which I work on. Copied the entire folder over to the other computers without changing anything. It worked on the one with an ATI card and not on the one with the NVidea card. And of course it worked on mine which also has an ATI card. However, it failed on the one with the NVidea...... It is very odd yes I agree. I checked the file paths and I checked that all the files are there. It is not just failing to load one texture... it is failing to load every single texture for my menu system and if I look in the folder they are all there. Unfortunately this is not the problem. If it was I would be happy because I could fix it easily but alas it is not. Unfortunately I can't update that graphics driver right now because that computer is somewhere else. I'm hoping its just an isolated issue.
  23. I have been told by a few that possibly it is a problem with the latest NVidea driver. Apparently the new beta NVidea driver fixes this. Haven't been able to confirm. Either way I don't think you should need to download a beta driver to solve this. Hopefully doesn't happen too often. Kinda makes me think the current NVidea driver should be beta lol. Will let you know what happens when I try it.
  24. Ok but it's not the abstract path that is the problem. This has worked in the past on many other machines and I haven't changed the abstract path since then. GPU is NVidea 8600GT 512MB with the latest NVidea drivers. I have heard that that driver has had problems causing things to crash just wondering if that is the case. The attached file basically shows a whole bunch of failing texture loads. The paths that the textures are being found from are exactly right. I checked them manually. p.s. these are textures for a menu so no material files Engine.rar
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