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gamecreator

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Everything posted by gamecreator

  1. I vote for him to be your guys' manager too. Now help him complete his tower defense game.
  2. Let's hope not. He has better things to work on.
  3. I would simply use EntityRotation to compare the current value to the previous frame's. If they're not the same, the entity rotated.
  4. 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...
  5. gamecreator

    RTS/Tower Defense

    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).
  6. I found the answer on another forum I posted on. Thank you both though. char s[MAX_PATH]; if (GetModuleFileNameA(NULL, s, sizeof(s) / sizeof(*s)) > 0) printf("GetModuleFileName=%sn",s);
  7. If anyone wants to play with it, I've uploaded the exe, cpp and Visual C++ Express Edition files here: http://www.mediafire.com/?b73k885hxs8sx9a
  8. I only need the directory the exe is in but I don't see a way to get it. But I'll try Pixel's suggestion. I'm hoping Josh sees this thread as he wrote a program or two that does this.
  9. I have a program that detects the current working directory via char* buffer; buffer=_getcwd(NULL,0); MessageBoxA(0,buffer,"Working Directory",0); If I run the exe directly, it comes back with the directory it's in. However, if I drag a file onto it, even if it's from the same directory, buffer returns "C:\Documents and Settings\me" This is troubling because the assets are loaded from a subdirectory and the program now can't find them. I'd like to use a file I drag onto the exe but I don't want the working directory changed from where the file really is. Any ideas?
  10. I like The Last Chapter. It's one of the inspriations for the platformer I've been working on.
  11. Does look pretty sweet. I'd be in your debt if you released it.
  12. I imagine your video card type would be relevant too but I have a feeling you have something on the newer end.
  13. Well put. You obviously have some serious skill. And whether you do it through negatively criticizing yourself (which I wouldn't suggest) or merely doing things over and over and over and over, practice is the magic that makes you better, as your look back in time clearly proved. Keep at it and pretty soon elsevilla will be idolizing you. For me, I just respect that you do this better than me and most others out there.
  14. Just tried it again and it ran great this time. Good feel to the environment.
  15. I think he's talking about Naughty Alien's Hoodwink.
  16. Thank you. It sounds like he does what I was originally trying to do: put bones along the mouth, skin and animate. DH, I am trying to have a monster bite a player. But I found that I can keep it simple and just have two bones: one for upper mouth, one for lower. It worked very well... until I tried to move the body bone (which should have moved the whole monster) and found some of the vertices dragged behind. I'm sure it has to do with the vertex weights but I have a little more learning to do. Maybe I should be using a dummy, not a bone for the body. But not sure if I can animate that in Max and have it animate in Leadwerks.
  17. I need to play it first. Have you fixed it? Or can you upload a version without the fading?
  18. Thanks for the link and that's what I'm looking for (just the animation, not the lip syncing) but Pixel doesn't mention how he did it. Hopefully he or someone else chimes in here. If not, I'll PM him.
  19. How would you go about animating a mouth for Leadwerks, especially from 3DS Max? Do you create bones along the lips and add a skin modifier? Or is there a better way? (I'm pretty sure Leadwerks doesn't support morph targets.)
  20. It's glitched for me but my system is weird, I guess. XP, GTX 285 (older driver).
  21. I think you can compare AppSpeed()*60 to UPS(). Haven't tested it though.
  22. I think that weird shadow may be due to smoothing groups.
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