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YouGroove

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Everything posted by YouGroove

  1. Great idea, it's something similar to Unity templates in fact. Unity have also sveral camera styles to choose, FPS view anc controller, Third person controller etc ... it's gaining time and not re inventign the wheel each time.
  2. Thanks a lot macklebee I think i have all the answers i needed before engaging programming in Lua.
  3. Wel i have a several questions : -When Loading a world in Lua , does it loads the entities also and their script or do we have to create them by code and place them in the world loaded by code ? - It is possible to detect in LUA a collision tha returns what otehr entitie is collided (like a dynamic one , like a character) ? By raycast ? by volume detection collision ? -It is possible in Lua to access other entities Lua variables after laoding a level. For example i made some NPC character i placed in the editor that has the variable "Life" for example. My main Lua script will have some function to load the level than manage a Third view controler , when i fire a weapon for example, It is possible to manage in Lua to retriev this variable "Life" of the other entitie and decrease it ? And after reaching zero, play death animation on otehr entitie ?
  4. Well, i started wanting to use the engine with some C++, C# or other, if find from a 3D artist point of view, that i was loosing too much time for accessing the world created in the editor and entities ! And i had not a real example. In fact i hope like Unity 3D engine, that scripting would be lot more supported , the success of Unity is that scripting allow to access and attach code to any 3D object and entities. In fact that the main point that is used in Unity Scripting you can make all the game by script without performance impact. And that' lot more direct for some people and 3D artist to Directly in the editor program the beahaviour of an entitie directly and see the result as fast. I've seen even pure 3D artists be successful in scripting a game with some help and produing a gorgeous game. I say that because i find important for the engine, if the target is to become lot more accessible and open to more 3D artist than that is now more dedicaced to pure programmer ! In fact i'm using Lua now with the engine. Lua by definition is a fast language even if just precompiled. I just hope more support, optimisations, and things like complete and complex games ( for example a full town RPG) driven only by Lua. (Perhaps some costly functions like path seeking, special computation separated in fucntions put in a C++ dll ?)
  5. Thanks ! The first link given by macklebee contains what i was seeking
  6. Well i was more in Modeling /texturing these days , back to code ! I'm seeking for good Lua examples ! I know it don't exist perhaps progressive tutorials, from controlling object, to camera, to game AI. anyone would know if there is some Third person controller in LUA with Camear control ? (The Wiki have lot of examples , but they are mainly C)
  7. Thanks Red Ocktober : So that means if i have a village with NPC on it and some doing particular actions , and you can dialog with some and do actiosn with some others .... I must put all tehm in the level editor, than screap for each particular NPC it's behaviour and AI in LUA. Then in C++ for example i just load the level , and manage the player input and player character ? If i have a game having different levels and towns, i presumei must have main ++ method to change levels according to player position or map button action, So it's just for level loading ? all other stuff like NPC and ennemies will be driven by Lua Script that i will have put when editing the level ? -------- I'll try that tommorow night so B)
  8. Beautifull , reminds me Borderlands ! It would have been could if you had two versions , one with re worked textures, and the level with original textures, just to see the difference. But i like this effect. It brings some softness and kindness with this style !
  9. Thanks guys ! @ Engineer Ken : like you said this is the closest tutorial for such games using level data and entitie placement ! It's standard game functionnality in fact, people place entities on the level editor and when you run the game they are managed by code. Other indie engines uses script also to manage entities directly from world editor ! So from what i understood , i see two main solution : Scripting : - you just put Lua code on each entities when palcing them in the editor Direct programming : - You make the world and place entities - by code you load the level, than by code you make some array containing all entities NPC on the level to manage them ! I think i'll take an Hybrid way for more performance : Use of LUA than call to C++ Classes and functions for performance. Now what can be put in the C++ part : - Management of attributes: life , attack power , AI state and decision etc ... etc ... It's just parameters passed to a C++ method - Can collision detection with others entities management be on a C++ class and called from Lua ? I 'm not sure caus it would require to have a whole reference to the world and entities ! A last question : IS Lua call to C++ fast or not ? Or it is better for few lines of code to saty in Lua instaed of calling C++ ?
  10. I agrre Guess a Number is a framework ! In fact i searched more for a tutorial where the game loads a level that contains NPC and that manages them. A simple terrain with monsters at some places, when you are near they attack you, but only by loading the level , in fact with no creation of entities by code (liek Furious Franck demo) , but instead a program game that uses the entities already placed in the map level made with the editor !
  11. There are games using lightmaps , even on night, they just switch the color of the mlightmap , but it remains like day is sun , and night is the moon making the shadows. If you could change the lightmap color values in real time it won't be a problem to keep them for a Night / Day system. But if you reach with real time lightening , go for it !
  12. Thanks Roland ! It could be in the update ? But just tried it like you said , and it works like a charm (i just saved this page forum with all that usefull information). The Builder is a great thing.
  13. I don't see the codeBlocks ? perhaps it's the one named : C++ ? Well i have C#, so i'll give a try also ! Ok C#works, i'll stay with it now ! My next difficult part will be to importt a level and fidn a simple way to manage them + gample !
  14. Ok i'm updating , so all will be fine : LeadWerksBuilder for using CodeBlocks , C# template also
  15. I don't find such name like : LeadWerksBuilder.exe ?? Or it is the the the ProjectWizard ?
  16. Im' a little mad, i don't find anywhere LeadWerk Builder ? and i 've succed the other time ?? I make som cuh things in the day that i forget past things some times !
  17. @gamecreator : It's not metal , it's more some floor like that : So no metal at all
  18. Well the best option for custom tools if needed i think remains some C# with panels with windows interface and engine running in a window !
  19. I posted a solution used by games in industry and that works great ! Games like Pandemonium, Klonoa, ViewTifull Joe, Killer Seven etc .... I re post here the solution i posted in the blog site right bar : Another idea ? Simply create a Path along your level telling character, NPC , bullets, cars etc ... to follow it forward or backward ! Like Pandemonium PS1 game ! Just make a path for player, NPC etc ... to follow and make them follow it forward or backward without physics. If you really need physics, perhaps make invisible walls meshes for collision (God of War game solution on PS2 used that type of collision : invisible meshes created uppon the level on Maya software) !
  20. Why not simply using Litghmaps ? Highly prooven solution ,for big speed improvment caus no GPU or CPU charge, it's already calculated. Some indie engines allow shaders like normal map, specular on top of normal map, i think it's possible with LE engine !
  21. I've seen a Youtube video showing LE3 new material editor, really cool ! My question is will it be possible to write our own panels for the editor , like some plugins ? something similar to Unity 3D addons ?
  22. @Metatron : BlitzMax and Fortran are indeed quite similar in many aspects, but BlitzMax is dead, because it has been replaced by Monkey ... Stange after browsing some LE3 Topics i've found this : BlitzMax and LE3 So it seems BlitzMax will continue to be used for LE3 ? So why saying it is dead ? if if is finished stable, without critic bugs, and even with no more support, if it works great , and it is even used on LEE 3 , and also for the coding of the editor ; i find it a pretty strong other language solution , no ? I would like ot have some input from BlitzMax users like : BlitzMax It is really used with teh engine ? It is easy and not too much bugs ?
  23. I think this is a standard thing in Physics engines ? A simple Axis constraint i fact ! It is an example on a 2D platform Unity tutorial unsig an axe constraint, it can happen anything : physic explosion, object rotation around any axe, the objects can't move on the axe constraint , perhaps you could check it out to be inspired or to see if Newton don't already have that ? But i agree it can be a usefull feature for making any 2.5D style games playing in a screen plane and using 3D objects like 2.5D platformers , to puzzle games etc ...
  24. What you suggest me for example ? more details , less blurr ? perhaps i made some blurr to simulate some used floor after that loose rugosity or sharpen surface after walking a lot on it , it bcomes more smooth ! Would you have an example picture ?
  25. Yes i agree some startup for beginners or New comers section. And this starting guide i have just read, have give me a great overview after reading it, all things ar lot more clear now It could really be sticked and recommended for new beginners (instead of going right to tutorials or Wiki documentation). Thanks again !
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