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Blog Comments posted by gamecreator
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Yeah, that would be nice too. GoToPointUsingSecondBestOption, GoToPointUsingThirdBestOption, etc. GoToPointUsingRandomOption. But I have a feeling the system gives you only one path.
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we should see a bunch of tower defense games spring up quickly with this feature alone
Yeah, but can the navigation system distinguish between road texture and grass texture?
Also, what would happen if a user clicked a unit to go to a location but that location was not "traversable?" Like a tree or something. Will the unit go to the closest location or not do anything? Better yet, can we choose that navigation mode? Is there an IsLocationTraversable function? Or better still, bool CanTraverseFromLocationToLocation(Vec 3, Vec3)?
Regardless, this is all very impressive and easily one of the top features I'm looking forward to in LE3.
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Hang Out with Leadwerks
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Nice! But why is it limited to 10 people?
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I hate to spoil the surprise for everyone but... MakeFPSGame()
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Other way to phrase Benton's question, since I'm curious too: is the summer release still realistic, assuming we're going by Google time? Or is there a chance that release may end up being in Fall?
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One of my favorite free games, Spelunky, is procedurally generated. Binding of Isaac is the same and it was tempting me a lot to create something similar in 3D. Maybe one day...
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Looks nice. I play Starcraft II to this day (Warcraft III before that, etc. etc.) so I'm hoping you can take this pretty far in. Also agree that it's very motivating to see your baby crawl around (your game finally have life).
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For more ... "research" ... try Gemcraft (it's free)
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Maybe it's too direct but I'd put a bullet belt in his hand (not sure if that's the right term). I like the art style and I think it's very fitting for a decal, moreso now that he has this mischievous/calculating look in his eyes. I wonder how he'd look colored.
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Art and Sound
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I think that once LE3 is out, we will see amazingly fast bug fixes and new request implementations, since he has then nothing else to take his time.
Ha, doesn't he wish! He posted in a status update that he is interested in making a game but couldn't get around to it for probably two years.
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Very nice. Seems quite user friendly.
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Can you define multiple project directories? That would help me because I keep my projects in separate directories and their resources in subfolders. That way I can back up just the projects/resources I've modified.
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I'm with you, GP but Josh is WAAAAY faster than we are. Funny idea Rick. Wish we could help Josh with the game but we can't, for several reasons.
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3. But I would like to compare them in higher resolutions. I'd also like to see what other artists can do with it.
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Thank you for taking the time to consider it and explain the difficulties. Some of this is over my head (I don't know what virtual functions are, for example) but I get most of it. Too bad. Maybe the character controller could be more robust and controllable instead.
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I appreciate the engine taking care of collision declarations and other assumable information.
I'm hoping that with this version of the engine, you can make it so we can do something like this, any time we want:
AreEntitiesColliding(entity1,entity2);
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Leadwerks Engine 2.5 Update Available
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
It's always downloaded every file for me in the past and Josh said that's normal when I asked. Are you saying that's been fixed in this version?
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I would too but I'm saving my pennies for it. That said, as an owner of the current engine, you'll get a discount on the new one (I believe) so you'll be ok. That and Josh seems pretty in tune with what most people could afford and where it's fair to price.
And agreed with Roland. This stuff's pretty powerful.
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I seem to repeat myself a lot with you but I'll do it again anyway: very nice! I've gotta say that if this works properly, this will be the top 5 features I would buy Leadwerks3D for (though I'm still hoping to make my dream platformer first).
Hoped-for sub-features:
1. Most games have enemies that stop chasing the player after a while and return to their original position. This is usually done in one of three situations:
a. The distance between the player and the enemy is great enough.
b. The distance between the enemy and its original position is great enough
c. Player enters a safe area.
2. Enemies following at different speeds (I'm sure this is a given, though it's worth mentioning).
3. And here's the big one: enemies that can go where other enemies can't. Like fire enemies that can't cross water. I suspect this would require a separate nav-mesh (or whatever it's called). I don't know if Leadwerks3D could use more than one nav-mesh at a time and have two entities assigned different ones. Or can tiles be given characteristics? The simplest way would be to just change a tile's characteristic in the editor. Though I admit I don't know anyone who would use this just yet. I'm sure it could be done down the line should it become a popular request.
I'm as excited about this as you are. I didn't really realize how much I missed this feature until I saw your videos and those of others trying to implement this.
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Sweet!
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On the first example, it makes sense to me that it didn't go straight down because it won't enter segmented tiles (it considers them walls). Because you had a dark green and a light green segmented tile "blocking the path" (I get that that wasn't the intent), it considered that a full wall and so it went around. It went straight exactly until you hit (or crossed) one of the green tiles. This also relates to most (but not all) of your corner issues. It simply won't enter segmented tiles so it goes around them. Though starting around the 2:20 mark it snagged the corners on normal tiles that it really shouldn't have.
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Sweet! My friend bought an Android phone today and I told him I will be able to code for it with Leadwerks3D one day. That means I'll have to buy an Android too but small price to pay, especially since my phone is so dated (it doesn't even have a camera!).
A quick search seems to show that the touch amount is limited by the hardware.
http://stackoverflow.com/questions/4397249/using-ipad-with-11-fingers-extend-androids-limit-in-code
but I wouldn't rely too much on just that link alone.
Also, it seems like this is already covered but is the device smart enough to know if a finger left the screen? In other words, say you're zooming with two fingers and you put a third on the screen and you remove the second. What happens? I guess this depends on the user's code. You'd have to make sure the third finger stays the third, even when the second leaves. You'd have to reset the zoom distance to start from between the first and third finger, I guess.
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Seconded. Thank you!
ZombieTime
in Development Blog
A blog by Josh in General
Posted
I would argue that that's an exploit of dumb A.I. Fine for zombies but how about some smarter enemies? Did you ever hear the phrase "split up" from bad guys in movies?