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tjheldna

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Everything posted by tjheldna

  1. Actually Yes that's exactly why you need to use a joint, the player wont follow the platforms position otherwise. I've created a moving platform using a slider joints and the player follows the platform where ever it goes. Another thing to take into consideration using this method is to create a custom collision type for the platform that doesn't collide with the "Scene" else it can send it off course. There are these scripts in the default MyGame Project. Objects\Physics\Platform.lua Objects\Physics\PlatformWaypoint.lua I can get you the files if you can't find them.
  2. Sorry don't have any example code at the moment but I believe you would want to attach the platform to a Slider Joint so the player moves properly with the elevator. This would be especially important if the elevator moved sideways. There may be an example of this in a demo project. http://www.leadwerks.com/werkspace/page/api-reference/_/joint/jointslider-r737 Can't see the character very well but he looks cool.
  3. tjheldna

    What's Next

    WIth the 2D platformer I'm really curious how you get around keeping a character controller on the axis when it is hit with forces i.e projectiles explosions. I never nailed it when I tried.
  4. tjheldna

    What's Next

    This list more or less ticks off most of the boxes that I can think of that are immediately needed. This list is exciting and can't wait to start to see this progress.
  5. Yes, the modular thing in LE didn't work for us with the size of the project we are looking at. You can keep it modular, but I recommend build your structures in your modeling program and export as much as you can as one piece. We did a lot of testing in the initial stages of our project to see what is possible.
  6. The list really needs to scroll up and down when you hover the selection close to the top/bottom of the list and has been a problem since day one. Filters have improved the issue but not solved it.
  7. I for one are really keen for an OSX build, it was fantastic working with LE 3.0 on it and using Xcode.
  8. Recently we made the choice to use Trello to map out our current workflow. We are using a loose implementation of Agile with a backlog of the tasks we need to complete. We have 2 week sprints in which we aim for a certain amount of task points in each sprint to complete. We have found this system works quite well given the fact that we work on this part time for now and this also gives us good flexibility as to what jobs we feel we need to do in the sprint. We invite you to browse the Dead Anyway’s Trello progress as the board has now been made public. Commenting and voting on features will give you the latest in a of series public spaces where we want your input. Trello will become more relevant to you as we progress into a public prototype build as the community can vote on features you want us to work on. At some point we will take ideas from the community and vote on which ones make it into the backlog to get the community more involved in shaping the game. Our previous method of documenting in Google Drive needs to be migrated fully over so expect the backlog to keep on filling up. Take a look at our current progress here: Dead Anyway On Trello What’s new since the last update? Twitter Account has been set up. Link Indie DB Page setup. Link Trello account setup and in use. Link At least fifteen new models ranging from houses, trees, props, and weapons. Integration of NoesisGUI and Lua. Cut scene functionality. Two Story house navigation between levels.
  9. I subscribed to Shadmars new firepit model from the workshop. I can add the prefab into the editor and it appears fine, but when I run the world the prefab does not appear.
  10. Looks to me like you are missing a texture in the assigned material. For example you may have selected a difuse+normal+specular shader but not supplied one of the textures in the appropriate slot.
  11. I think you may have hit your limit and need to delete some stuff to make some room. That happened to me a while back. Go Profile->Click Edit My Profle->Manage Attachments
  12. I'd really like the ability to turn off auto generating materials, if you store common textures else where from where the model is saved you just end up with material spam in your folder. I give up on deleting them because every time I update a model they just reappear again.
  13. Sweet as, C++ doesn't seem so homeless now! Thanks
  14. tjheldna

    tjui GUI

    Here is a Simple C++ only GUI system for Leadwerks 3.5 named tjui. This project includes full source and a working example (a game settings window for now). Why use this? For starters it's free! Secondly it uses a mixture and expands on Leadwerks functionality like drawText and drawRect, so there is no messy linking or setup. The system is extremely flexible and in which you can create your own widgets from combinations available. Download full project here including source Download tjui_1.3.zip To use copy the contents to where your projects are found import via the LE editor What's New in Version 1.3 (Current 26/4/15) Updated the way widget events occur and they are now as optimised as I can get them to date. Renamed variables so they are to US spelling i.e color compared to colour. New modifier class fade in/out/pulsate. Before if widgets overlapped and the cursor overlapped both, the event would trigger for both. This has now been fixed to only trigger for the topmost widget. Works with Leadwerks 3.5. What's New in Version 1.2 If you downloaded any previous version you will need to update to this build. Most if not all changes happen in the base code and shouldn't effect anything else. Made a mistake setting the root list to only accept windows. I have reversed this. The root node should be the only node without a parent and if you Detatch() you will need to delete the detached widget manually. Fixed an iterator bug with Modifiers. This is a show stopper if you use one. Use the Remove() function to remove any widget either a base window or widget. Added overloaded function to Detatch(), you now can pass an iterator and return it, in case you are using the function in a loop. Removed UpdateWidget() and the functionality happens elsewhere and more efficiently. Added a few random optimisations as I saw them What's New in Version 1.1 Fix bug with SetPosY due to last minute variable name change. Overhaul of standard Button Widget code. Widgets children now use lists not vectors. The Interface only accepts windows to be added at the root level. Many optimisations. Settings window. I've started to create a settings window so you don't have to! Supported Widgets Border Button CheckBox GroupWidget Icon Button (Image button with an image icon overlay) ImageBox (Draw Image) ImageButton (3 different images for the different states) Label (Draw text) LineTextBox (Label with lines) ProgressBar (Vertical or Horizontal) Quad (Draw Rect) Radio Button RadioButtonGroup SingleImageTextButton (Single image with text overlay) SingleImageButton (Image Only) GUIWindow Widget (Base Class) Future Plans Create a main menu window Create a credits window Cursor widget. This is done I just need to cut it over. Widget: Horizontal Rule. Self destruct modifier, this will delete it's associated widget after a period of time. If you have any ideas on how to improve pm me, or post here. I really hope this can be put to good use. Also if this system is used in your game i'd like to know!
  15. Yeah it's because it's a C++ project with source, i'm not too sure. I'll just use dropbox or something I think
  16. I did a new version of my C++ tjui system which includes many new optimisations. Since the imminent removal of the old downloads section is there somewhere where I can host it on the Leadwerks site or do I need to host it now in dropbox or something?
  17. Would be cool in the texture editor if you can have an option to halve the size of the texture, nothing too complex, just a check box or something. For example I have a rifle texture that I want to work on in 1024 x 1024 res, I want to keep working on it in 1024 x 1024, but when I export it I want it 512 x 512. If there was an option like that I can continue to work on my art as is, and know that the engine will optimise it for me. If your working on a texture over time and overwriting it constantly like I do, it's only a matter of time till you forget to resize it when saving it to the editor. You could also see in real time if reducing the size of the texture makes any noticeable impact and can be an instant unexpected resource save. Just a thought.
  18. Hi Josh, In the last couple of days I've changed over the floor collision of houses to the 'poly mesh' type as I am now able to generate navmesh with it which is a better solution than using hints. Since doing that this issue is presenting particularly devastating one as an exact pick is a major part of game play. I added code a sphere to be created at the location in the main game and the picks at times are nowhere near where the cursor is, angles of objects appear to play a part in it too. Add this to the pick to visually see where the pick is going in the provided project.... model = Model:Sphere() model:SetScale(0.04, 0.04, 0.04); model:SetCollisionType(0); model:SetColor(1.0,0.0,0.0) model:SetPosition(pickInfo.position) If you could look into what's going on with picking that would be fantastic! Its really put the project in a bad state. Thanks
  19. On further thinking about using the CollisionHull method I realised it wont work for our example. When you enter a building I need to be able to have control over the various floors collision type as the player traverses a building, so it needs to be an entity. Currently I'm exporting a collision mesh->generate shape on it and overwriting the existing models .phy shape. When I do this the "Show Physics" of the mesh does not update in the model editor or the map, which can be problematic. The shape is also wiped if I re-save the original model so I could accidentally revert to the original collision mesh without realising very easily. I wouldn't say its a pain in the *** to do, but it's hacky and prone to error. I'm still gunning for a "Custom Collision" option back in.
  20. I took a look at the wobbler02 file only and found your issue and I should have picked up on the issue quicker... In Leadwerks have you created material and assigned to the model? Then in the material to use an animated shader? The folder is Shaders\Model\Animated\ As soon as I did that it started animating in the model editor. Reading your first post again, I have never heard of the technique that you are using with a secondary rig, sounds more complicated than it needs to be, and could be opening yourself up to more issues, but whatever. There used to be a GREAT tool in the model editor to show the skeleton, but it has since been removed which I think is strange as it was a vital tool to check your skeleton for any import problems. This is a prime example where it would be useful. If this tool was there you would have seen that the skeleton was animating. Please Josh put the show skeleton option back in!!
  21. Did not know that, and sounds like a great solution. So the object itself is discarded when the map is loaded?
  22. I'm a fan of collada too, but no it's fbx, I'll take a look sometime today.
  23. Did you mirror any bones possibly? Yeah, if you post the fbx I could take a look.
  24. I don't use Softimage, but maybe there are zero weights on those verts in question. In the other program maybe its auto assigning them to a bone.
  25. If you change the collision type in the model editor then save it the setting, model settings such as collision type, navmesh, in fact ALL your settings from the "Appearance" tab, "Physics" tab but does not appear to effect the "Scripts tab are reset to default for all instances in the world. If an instance is already selected in the Scene graph, and you save the model in the model editor the settings wont show this issue till you re select it. So I have 50 instances of a model with various settings like "View Range" set to "Near", "Nav Obstacle" checked etc and I decide that a model needs to be updated, and need to save it again in the model editor, I'm going to have to go over every single instance in the editor and reset those settings all back. We need have be able to update the model and physics component of the entity without effecting all the instance settings in the editor.
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