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Posts posted by gamecreator
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This may not help but I've had issues with scaling in Max where Leadwerks applied a scale to it in the editor, even though I didn't want it to. I ended up editing the vertices themselves and scaling the model that way. Maybe give that a shot.
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Great to hear you're ok, give or take.
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It's come up before and I don't believe Leadwerks does this, which means you'd need to use system functions. The workaround is that you can take the last (largest) resolution from GetGraphicsMode which works most (but not all) of the time.
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There's always a chance you can find some code on the forums or maybe on Josh's blog. He sometimes posts example code when he's working on something.
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I would have directed you to the documentation but it's another set of commands with not a single example. ?
And if you try to search the documentation for VR, you get an error saying that the search should be 3 characters or more.
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What helped me there is that there are a ton of free models and textures out there. I can't model complex things or create textures from scratch but I know enough to alter things to how I want and to animate things myself. It's a nice compromise and not too hard once you know it.
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9 hours ago, DoomTucan said:
I have heard that the community for this forum is very toxic to new comers and was wondering if that is true or not?
As someone who has been on these forums for years (since Leadwerks 2), I don't remember ever seeing this. But check out the forums if you want to verify for yourself. There have been thousands of questions and people help when they can, or sometimes the dev (Josh) does himself, like he did here.
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This was for the Ludum Dare 46 competition a week ago and I ended up moving the gate with a collision mesh by code.
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Yes. The collision box in the last picture doesn't move at all. I generated it at animation frame 0 but when I animated the model (in the screenshot it is frame 32) the collision box didn't move down. This makes sense because a model could be complex and anything could be going on, including multiple pieces moving in different directions but I wanted to test to see what would happen. Ideally you could tie a collisionmesh to a bone but Leadwerks doesn't seem to support that.
I was mostly just looking for some sort of alternative, short of doing it by code.
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The goal is to not have the player mindlessly shoot the closest thing to him all the time (as with all games, really).
I've seen healers in these types of games which actively avoid the player. They either heal enemy creatures, provide armor or shielding or make them immune entirely. If there are a lot of creatures getting a buff, it's worth it to get to the healer first.
Related to your acid mechanic, you could also have eggs or other creatures explode and leave a pool of acid behind for a time. Walking over this will do enough damage to you that you'll want to avoid it but it may be worth taking the hit to get to a better position.
I've seen enemies that have shielding/plating in the front (typically making them invincible there) but are weak from the back. This would also benefit coop with a person on each side.
Lots of other games out there to get ideas from like Metaverse Keeper, Moon Hunters and Hero Siege. But if you want creativity, check out Binding of Isaac.
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You can either use the crawler.mdl model that comes with Leadwerks, buy a Leadwerks-ready model in the Marketplace or find animated models online (free or pay), like at Sketchfab or Turbosquid.
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Good point. I've never really used prefabs but if that works and doesn't slow things down then problem solved.
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True. I actually did this before I came back here. Still, having that option in the model viewer would save a bit of time.
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I'm putting down a lot of cliffs and whatnot (not vegetation). I know in the scene tab I can set each one to be a nav obstacle, one by one. But this seems like a waste of time when there are dozens of the same model on the map. Is there a way to set the model itself to be a nav obstacle by default? The models each have a collisionmesh imported in from Max so it would have made sense to me that Leadwerks would have naturally considered them obstacles.
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I tried to make a simple gate that lowers when a button is pressed. The gate itself works perfectly; a single bone moves it up or down.
However, the problem is that I can't tie the collision mesh to it in any way so that it moves with the gate. I've tried:
1. Skinning the collision mesh as well with the gate bone (Leadwerks converted it into a non-physics model)
2. Skinning the collision mesh with its own bone and moving both bones together (same conversion)
3. Creating a collision mesh in the model editor (did not move with model)Must the collision mesh be moved separately by code or is there a way to make this work?
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Thank you.
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Say you create a 512x512 terrain. Does that also mean that heightmap should be 512x512? Or is 1024x1024, 2048x2084 or 4096x4096 better? In the same vein, if you were to create a 4096x4096 terrain, what's the perfect dimension heightmap for that? I checked the documentation but it doesn't mention this.
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Maybe someone else can give a better answer since I don't use Lua but if I remember right, it's a maximum of 1 script per entity. But you can attach another script to a pivot and I think the scripts can communicate with each other.
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The test I did just had a model in one and another model in the other and they both loaded. I can certainly test it with terrain and navmesh and water to see what happens but I wonder if it might break something, even if it seems to work. In other words, must you clear the first map before loading in the second, per Leadwerks rules? Or does it depend on the content?
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Say you do
Map::Load("Maps/scene1.map");
and then
Map::Load("Maps/scene2.map");
without clearing scene1.map. Last time I tried this (with just a basic test scene), it seemed to load both fine. Is this OK to do with Leadwerks or could this raise issues in any way? I haven't tried it yet but is this a way to get multiple terrains or multiple water planes into your scene or will that just result in bugs/crash? I'm just thinking about how I would go about streaming scenes in.
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I think a lot of projects get to a prototype phase where the game starts to become playable and people see that it's not as fun as they thought. Though I've had a few projects like Run! Jump! Climb! where I was happy with where it ended (especially for a tournament entry).
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I honestly don't remember. One minor thing was that we were trying to include resolution selection and GUI scaling which I think was a bit too much for a small group project, at least so early in it. But above all else it was a great learning experience and it taught me that Jorn is waaaaay better than I am at coding. ?
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Well, that's another discussion and I agree that there are a ton of ways Leadwerks could improve. That still shouldn't prevent a determined and focused team from creating something "nice" (though not AAA) in a few months. And yes, if tasks are divided well then the coding could be split by maybe 2 people. Jorn/Aggror and I did that for one of the group projects in C/C++ and it worked OK.
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Good points Rick. I once proposed that there be only 1 coder on a group project for this reason. A reasonably-sized project doesn't really need more. For example, this project had 10 people join and it looked like maybe 3 people were active near the end. So 1 coder for 2 or 3 artists is plenty, depending on the size of the group, though I understand a lot of people here prefer to code.
Mostly I think it's important for one person to take the lead, make fast decisions and keep the project moving.
Getting the desktop resolution
in General Discussion
Posted
Yes, it looks like he's doing the same thing I mentioned, taking the last resolution from the list. It doesn't actually detect the desktop resolution.