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gamecreator

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Blog Comments posted by gamecreator

  1. One technique in Left 4 Dead is to run into an area, shoot a few zombies, then retreat so they all come running at you from one direction, and are easier to shoot. So I'm not sure that behavior is a bad thing.

    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?

  2. 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? tongue.png

     

    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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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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