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Posts posted by DigitalHax
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Aha thanks. I'll convert this to cpp and see if it works.
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Hey all,
I had a quick question about a technique used in quite a lot of games that I want to have a go at adding to mine. And that is abstract camera movement. Much like a person's head moving around to make it more realistic.
Now any suggestions on this? I have seen a few people around here achieve it. One person is franck22000, with his video in this post - http://www.leadwerks.com/werkspace/topic/4712-shadows-artifacts/
Any suggestions would be very helpful!
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Wow! Looks really great!
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Looks really great! Very bulletstorm-ish
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Quick question, what weapons will you have on the first level? I am making a rough sketch of the subway layout, and I need an idea of where to put the weapons.
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Gamasutra did a great article on this topic exactly - http://tinyurl.com/portalcode
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Where is the list of everyone who has already joined? If I won't be able to do too much. But I can help a little bit. It's always been a personal goal of mine to develop a game with Rick and Aggror some day. Seeing as 50% of all coding I learned from them. So I'll join, but I don't think I'll be one of your main guys.
For someone who was so pesamistic, it's strange that you would want anything to do with it...
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Message sent
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And I still kinda think it should be a post apocalyptic shooter :/ I like that idea because it is original, but if we do something like a horror game or a full on fps game, we would be constantly comparing to things like amnesia or call of duty..
PS: should I go ahead and make a google docs project?
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I like that idea DigitalHax. The only thing I would like to add to that is that we make use of the most powerfull features off LE:
- Large terrain
- Outdoor
- Dynamic weather, night/day cycle (Lighting)
- Rich vegetation
Inspiration sources:
- Book of Eli (movie)
- The last road
- Rage ()
- Fallout ()
Also agreeing with Flexman. Walking and shooting people would be a nice start.
You are just reading my mind That about sums up everything I had to say.
and add to that features list, a simple hunger/thirst system would be good.
- Large terrain
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How about a post apocalyptic survival adventure game? Something like in "The Book Of ELI" With a destroyed civilization and few people left. A bit like fallout but subtly different.
Not too many characters. Maybe only the main character and a few other travelers you meet along the way.
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How about a future fps sorta like Unreal Tournament. (but less ridiculous )
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Not sure yet. I guess that is the next big question. What will the game be?
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Ok... Good point. Do you at least support it josh?
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In my opinion, you need a project plan and a manager that assigns tasks, verifies outputs, and holds contributors accountable and on schedule. I don't think the project manager should even try to do anything else but manage it.
But the million dollar question is, would YOU be a part of it?
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Well it doesn't neccisarily have to be everyone. It could just be with someone in each general field. With about 5 or so people it could work fairly well. I guess development teams have to start somewhere eh.
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Would you like to see a leadwerks community project?
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I use mouse X movement.
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Hmm... That might work.
But im a bit of a noob to stuff involving timing in LE. :/ What sort of code could I use for a frame check?
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Hey, I am currently trying to sort out animation for my character, and I need a way of letting the animator know that the player is turning.
Here is my code -
TVec3 PivotRotation=Vec3(0); //Camera looking mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); dx=Curve(MouseX()-GraphicsWidth()/2,dx,28); dy=Curve(MouseY()-GraphicsHeight()/2,dy,28); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; cam2rotation.X=cam2rotation.X+dy/10.0; cam2rotation.Y=cam2rotation.Y-dx/10.0; RotateEntity(pivot,camrotation); RotateEntity(campivot,Vec3(camrotation.X,camrotation.Y,0)); EntityParent(camera,campivot); PositionEntity(mesh,EntityPosition(player));
So any suggestions on how I can specify if it is turning?
Thanks in advance.
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Not a problem Always happy to help!
I use this technique quite a lot in my coding. Especially in player controllers.
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You could always have a physics object that hits the ground, have a separate coin mesh that doesn't have the objects rotation. Only position.
GUI HUD creator
in Tech Talk
Posted
Hey all,
I was looking around the game creators site, and I found a GUI image creator.
http://bit.ly/JZlOn7
I am not sure exactly what it is like but is worth checking out.